I'll start by checking out the mage class, if you guys don't think a ritual caster will be necessary. I'll look at enchanter first, but honestly wavering between the three (pyromancer, enchanter, illusionist?) styles. Just an FYI, to me, controllers = big bursts, low damage but high status effect infliction, and possibly some buffs or debuffs.
In any case, sounds like I have a bit of time before our DM returns. Should give me enough time to whip up a sheet and jump in the RPing before we get down to the nitty-gritty.
I think that is what we are looking for, a controller who is actually going to control Good stuff, glad to see you in yet another game I am in Dane. He's good people, people!
FEATS
Level 1: Superior Implement Training (Accurate staff)
Level 2: Improved Initiative
Level 4: Unarmored Agility
ITEMS
Accurate staff of Unparalleled Vision +1 x1
Amulet of Protection +2 x1
Shared Suffering Cloth Armor (Basic Clothing) +1 x1
Kind of threw his powers together based on enchantment or illusion, so feel free to constructively-criticize. A majority of the time I'll be pushing enemies 5 squares or making them attack one another, haha. I took a couple of "large blast area"-style powers to help with crowds.
Given that I'm an eladrin, the 4-hour trance time may come into play to our benefit at some point. Fey Step should help me get away if anything grabs me.
I'm assuming 840 starting gp, level 4/5/6 items?
He's going to be squishier than heck, just sayin'. Have yet to add a background as well. Suggestions, outside of an Arcana +2 background that looks flavorful?
And looks like purple is unclaimed as a text color...seems Eladriny.
Edit # I've lost count: I don't care what I use as a token. Some generic elf-male is totally fine. I don't know how to make them
Last edited by Great Dane : 07-15-2012 at 10:52 PM.
First thing I noted with that character is in no way relevant to your build, but Arannis was the name of a PC in the first campaign I played (and DM'd).
As for perception, I don't think anyone has it. Our best is Batrazaar with +6.
Also, one generic Eladrin male token coming up.
Edit: As for the background, Auspicious Birth or Born Under a Bad Sign would help with your HP, and can make for fun flavor if you play with them. There may be one which specifically replaces Constitution with Intelligence, but I don't recall if there is.
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
If you're concerned with survivability, Beguiling Enchanter + Staff of Aversion as an Enchanter Mage is an awesome combo; effectively +4 to all defenses versus anything you hit.
As far as your implement goes, Orb of Mental Dominion +2, or Orb of Forceful Magic (add +1 to the forced movement of your powers) are both nice, and allow you to take Orb Expertise for even more forced movement.
So far as grabs go, any kind of forced movement breaks them about automatically on a hit.
Charm of Misplaced Wrath allows you to force an enemy to move and provoke with an RBA. While I doubt whether most of our enemies will have one, those that do can be subject to 3+ strong attacks (including the one you forced it to make), given that nearly everyone in this party has a decent or better MBA to take an OA with.
Grasping Shadows combos nicely with forced movement; throw it up one turn, then Beguiling Strands a horde of enemies into it the next. Especially nice versus those that need to get into melee.
Watery Sphere is badass; the ultimate L1 spell IMO until your save penalizers are through the roof. Thumbs up.
Web is the ultimate L5 spell with a forced movement char, especially vs melee exclusive opponents. Move an enemy into it, and they're auto-immobilized, save ends.
I'm not concerned with survivability, but should anything break through the front lines or ranged-types start pot-shotting me much, I wouldn't want to soak up all the heals, that's all.
As far as your implement goes, Orb of Mental Dominion +2, or Orb of Forceful Magic (add +1 to the forced movement of your powers) are both nice, and allow you to take Orb Expertise for even more forced movement.Not sold one way or the other on orb vs. staff. Can you do a "transfer enchantment" from an Orb to an Accurate orb? I'd like to use an Accurate implement at some point.
So far as grabs go, any kind of forced movement breaks them about automatically on a hit.Thanks for the reminder.
Grasping Shadows combos nicely with forced movement; throw it up one turn, then Beguiling Strands a horde of enemies into it the next. Especially nice versus those that need to get into melee.Not a bad combo at all, and with an action point, boy oh boy.
Watery Sphere is badass; the ultimate L1 spell IMO until your save penalizers are through the roof. Thumbs up. Web is the ultimate L5 spell with a forced movement char, especially vs melee exclusive opponents. Move an enemy into it, and they're auto-immobilized, save ends.I really don't think you can go wrong with WS or Sleep. Flaming Sphere has always been a wizard's go-to spell but I'm trying something different for an enchanter-type. I'll look into Web, as I don't like the nerf that happened to Visions of Avarice.
I'll look at the suggestions presented and tweak tonight. Thanks for the thoughts!
Last edited by Great Dane : 07-16-2012 at 09:57 AM.
Not sold one way or the other on orb vs. staff. Can you do a "transfer enchantment" from an Orb to an Accurate orb? I'd like to use an Accurate implement at some point.
You can, but why not just start out with an accurate orb? Staff is nice for non-provocation, but you have Beguiling Strands and a teleport.
Not a bad combo at all, and with an action point, boy oh boy.
You don't need an AP to make it shine; Beguiling Strands enemies after they've massed and closed on the party, push them back 6+ squares between Enchantment Apprentice and Orb Expertise, preferably in and out of the Shadows zone for additional damage. Now they can move a max of 4 squares (move + charge) while still getting in an attack, or 6 if they run. Likely to deny several melee exclusive enemies a turn.
I'll look into Web, as I don't like the nerf that happened to Visions of Avarice.
VoA is still one of the very best spells of its level. While it's no Web I definitely prefer it to Conscription, and it synergizes with your Illusion Apprentice feature and Staff of Aversion if you take it.
I'll look at the suggestions presented and tweak tonight. Thanks for the thoughts!
Mostly just balancing which feats I take. I've got Superior Implement Orb, Unarmored Agility, Orb Expertise, and Improved Initiative all needing to be taken but only three spots to fill them. :) Afraid Unarmored Agility may need to be put by the wayside (er, until level 6) so I can do my job. Don't let them get to me ;)
Last edited by Great Dane : 07-16-2012 at 11:27 AM.
Dane, you will find Surrealistik is full of awesome advice and help. He is who I stole my, "Put in the damage and Attack to see if you hit" table from for my game.
Haha, thanks Celtic, and you all are more than welcome to steal my tracker in whole or part. I feel that systems like it should be a given for 4e PbP games.
Orb Expertise is a 'must-have'.
Beguiling Enchantment I'd take over Unarmored Agility if you're going to use the Staff of Aversion in the off-hand. In turn, it makes accuracy all the more important so Superior Implement Accurate Orb becomes more enticing.
Haha, thanks Celtic, and you all are more than welcome to steal my tracker in whole or part. I feel that systems like it should be a given for 4e PbP games.
Amen to that sir. And no problem, I will steal away.
Also I have the Devout Protector Feat, so "while you use a shield, your allies gain a +1 shield bonus to AC." And I always use a shield, so Dane will always have a +1 to AC when fighting with me.
I like the Beguiling Enchantment + Staff of Aversion combo.
I also like the idea of using an Accurate Orb + Orb of Forced Movement.
I just don't see how I can do both of those early on in our careers. I feel like I need to stick with one "path", and as we level up, I can invest in the other. And I'm leaning toward the orb path for now. Screw defenses. :)
Does that make sense? Am I speakin' crazy-talk? These convos are complete fun, by the way.
Well the BE + SoA combo only requires committing one feat, and 520 of your starting gold.
Basically, do you want an effective +4 to all defenses vs enemies you subject to effects, or do you want +4 to your initiative roll? I'd say the former is probably more beneficial overall.
If you were to go Human, you'd have an extra feat to spend, but I certainly wouldn't compel you to change your race if you like Eladrin.
I get it. I was missing the fact that the Aversion Staff is an off-hand weapon. So I CAN cast through my accurate orb of whatever, gain extra squares on my forced movement, and be at a plus to defenses against that enemy if he's under an effect. Nice!
New summary:
Spoiler
====== Created Using Wizards of the Coast D&D Character Builder ======
Arannis, level 5
Eladrin, Wizard (Mage)
School: Enchantment School
School: Illusion School
Expert Mage Option: Enchantment School Expert
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Scholar
FINAL ABILITY SCORES
STR 8, CON 11, DEX 10, INT 21, WIS 10, CHA 17
STARTING ABILITY SCORES
STR 8, CON 11, DEX 10, INT 18, WIS 10, CHA 14
FEATS
Level 1: Orb Expertise
Level 2: Superior Implement Training (Accurate orb)
Level 4: Beguiling Enchantment
ITEMS
Shared Suffering Cloth Armor (Basic Clothing) +1 x1
Accurate orb of Mental Dominion +2 x1
Aversion Staff +1 x1
Amulet of Seduction +1 x1
====== End ======
Highlights:
-Push, pull, or slide an additonal 3 squares on top of what the power allows
-When subject to an effect I inflict, I am at a +2 to defenses against it.
-When I hit an enemy with an illusion attack, enemy is at a -2 to attack me (stacks).
-When I hit an enemy with a charm attack, target is at a -2 to hit me (stacks) and a -2 to save against it on the first attempt. Both my at-wills are charm-based.
-In general I have numerous enchantment-, charm- and illusion-based powers.
-Through a daily item, I can force the enemy to reroll saving throws and take the lower result, as well as prevent an enemy from attacking me.
Hey all, wasn't feeling so hot last night and crashed early. Certainly don't wait on me, though I feel like I'm the only piece left to introduce before our DM returns from the mountains back to Wi-Fi Land.
I'm honestly having a bit of writer's block regarding backstory for this character. I'm not the most creative writer as it stands anyway, so that doesn't help I'm thinking he, as a small Eladrin of fifty years old or so (ha), discovered his powers on his birthday. Before he knew it, his family members were all bopping each other on the head. His family sent him to a school in order to hone his abilities, and he fell in love with books and studying and such. He's now grown up and is a charmer, in and out of combat.
I guess you might've been caught in the crisis on your way to Nimozaran's mage guild (he's the High Septarch of Fallcrest). You'd journeyed from a Fey crossing to the south when your convoy was attacked by ferals, leaving you the sole survivor. Maybe you teleported to some inaccessible height, while the rest of your companions were brutally slain. It could be that you had made fast friends with several of the people on your wagon; now you feel some kind of obligation or sense of vengeance that drives you to assist the humans in resolving the problem.
I believe we're over by the administration buildings, just walking inside. Not sure how far that would be from the gate, but it would sync up nicely with Waffle's description if you were inside one (since your response would stick out like a sore thumb by the gates).
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
I have no idea how you all know what has spread where, or maybe I skimmed it in reading close to 400 IC posts, so don't expect anything grand from Arannis, hah.
And yes, Arannis is 125 years old. Eladrin have a lifespan of over 300 years. I have no idea how I'll talk like an "old man", but we'll try. :P
Well, in Argius' case, he knows about Thunderspire on account of the game he was in previously, since he was working for Donal in that area when the game fell apart. The other locations are those between the garrison and Fallcrest that we've passed through.
I'm using this map from Waffle's other game to check locations/directions
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.