I?d like to play illusion/enchantment trickery half-elf(or thiefling) mage,who will be able to confuse enemies with illusions, charms and make them more confused with spell Chaos. It might be fun to play such a mage
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alsarothMember, Neverwinter Beta UsersPosts: 0Arc User
I?d like to play illusion/enchantment trickery half-elf(or thiefling) mage,who will be able to confuse enemies with illusions, charms and make them more confused with spell Chaos. It might be fun to play such a mage
Sounds like an arcane trickster, no? And I think that particular class is "confirmed", so grats:D
"A rare display of intelligence, undoubtedly fleeting." - Edwin Odesseiron
If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 30 characters get +6 on attack/damage (6d6 extra damage on a critical hit) and +6 on all defenses. These bonuses do not stack with magic items.
Armor: None ("cloth")
Shield: None
Attacks:
Unarmed Melee: +15 [base strength attack] vs AC; damage 2[W]=2d4
Color Orb +25i [best ability vs reflex]
Magic Missile [always hits, as per July 2010 rules revision, for 2/3/5 + int modifier damage]
Beguiling Strands +25i [base intelligence attack] vs will
Winged Horde +25i [base intelligence attack] vs will
Blood Pulse [see online revision] +25i [base intelligence attack] vs will
Disintegrate +25i [base intelligence attack] vs reflex
Dextructive Salutation +25i [base intelligence attack] vs will
Chain Lightning +25i [base intelligence attack] vs reflex
Prismatic Spray +25i [base intelligence attack] vs fortitude, reflex, and will
Phantom Reality +25i [base intelligence attack] vs will
Impenetrable Gloom +25i [base intelligence attack] vs will
False Reality +25i [base intelligence attack] vs will
Visions of Wrath +25i [base intelligence attack] vs will
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving throw: d20 +1 [human perseverence] +2 [resilient focus] vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
100 lb.
200 lb.
500 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
33 lb. or less
34-66 lb.
67-100 lb.
100 lb.
200 lb.
500 lb.
Armor Finesse [HoFL] No check penalties
Improved Defenses [HoFL] +1/+2/+3 on all three: fortitude, reflex, will
Resilient Focus [HoFL]
Superior Will [HoFL] +2/+4/+6 and save vs dazed/stuned at start of turn even if save does not normally end effect
Action Surge
Human Perseverance
Improved Initiative
War Wizardry [FRPG]
Orb Expertise [HoFL] [see online revision] Remember your +3 attack bonus using an orb; +1 to number of squares to pull, push or slide targets
Implement Expertise -- Tome [PH2 / AP] [see online revision] Remember your +3 attack bonus using a tome
Superior Initiative [PH3]
Enlarge Spell [AP]
Epic Will [PH2]
Toughness
Weapon Focus -- Staff
Bloodthirst
Psychic Lock
Spell Focus
Spell Accuracy
At-Will:
Melee Basic Attack: By weapon, damage 2[W] [standard action]
Ranged Basic Attack: By weapon, damage 2[W]+1 [dexterity bonus] [standard action]
Bull Rush: +15 [base strength attack] vs fortitude [standard action]
Grab: +15 [base strength attack] vs reflex [standard action]
Move grabbed target: +15 [base strength attack] vs fortitude [standard action]
Escape: +16 [acrobatics] vs reflex / +15 [athletics] vs fortitude [move action]
Ghost Sound [HoS; Wizard][standard action]
Disrupt Undead [HoS; Wizard][minor action]
Light [Wizard][minor action]
Mage Hand [Wizard][minor action]
Prestidigitation [Wizard][standard action][no longer moves up to 1 lb per Essentials]
Magic Missile [Level 1][usable as ranged basic attack]
Beguiling Strands [HoFL][Level 1]
Winged Horde [HoF][Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Heroic Effort ["Essentials" rules human utility][no action]
Use Implement [free action]
Color Orb [Wizard Apprentice][standard action]
Blood Pulse [Blood Mage Level 11] [see online revision]
Mass Charm [HoFL][Level 17]
Chain Lightning [Level 23]
Impenetrable Gloom [HoS][Level 27]
Reminder to Level 30 Wizards: Each day (i.e., after extended rest), you prepare four daily non-utility powers and seven utility powers from your spellbook. Paragon path powers and epic destiny powers are in addition, and do not need to be prepared.
Human
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses
This human chose the Heroic Effort human encounter utility -- +4 to any attack roll, ability check, saving throw, or skill check in order to turn a failure to a success. Forego the extra at-will class attack power to use this ability.
Player characters from Baldur's Gate get to choose one additional language, have streetwise as a class skill option, and get +2 on streetwise checks.
Wizard
This wizard chose the Orb of Imposition mastery [see online revision] . Remember the option to give a penalty on your NEXT saving throw equal to your wisdom modifier, or maintain an at-will power for an extra turn.
Cantrips
Ritual Casting [bonus feat, not listed above]
Spellbook
Level 1: Color orb, one target, range 5 radiant damage 1d8/2d8/3d8
Level 5: Get a level 6 or lower common magic item
Level 10: +2 on aracana checks, one new language
iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited September 2012
I noticed no rituals. Even if the player acquired no rituals in adventuring, he'd get 10 free rituals during his career from 1 to 30.
The rest at a cursory glance seems fine. Whether it's ideal or terrible, I'll leave to others to decide that personally. I happen to respect the build concept, minus that ritual oversight of course.
If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 30 characters get +6 on attack/damage (6d6 extra damage on a critical hit) and +6 on all defenses. These bonuses do not stack with magic items.
Armor: None ("cloth")
Shield: None
Attacks:
Unarmed Melee: +15 [base strength attack] vs AC; damage 2[W]=2d4
Color Orb +25i [best ability vs reflex]
Magic Missile [always hits, as per July 2010 rules revision, for 2/3/5 + int modifier damage]
Beguiling Strands +25i [base intelligence attack] vs will
Winged Horde +25i [base intelligence attack] vs will
Blood Pulse [see online revision] +25i [base intelligence attack] vs will
Disintegrate +25i [base intelligence attack] vs reflex
Dextructive Salutation +25i [base intelligence attack] vs will
Chain Lightning +25i [base intelligence attack] vs reflex
Prismatic Spray +25i [base intelligence attack] vs fortitude, reflex, and will
Phantom Reality +25i [base intelligence attack] vs will
Impenetrable Gloom +25i [base intelligence attack] vs will
False Reality +25i [base intelligence attack] vs will
Visions of Wrath +25i [base intelligence attack] vs will
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving throw: d20 +1 [human perseverence] +2 [resilient focus] vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
100 lb.
200 lb.
500 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
33 lb. or less
34-66 lb.
67-100 lb.
100 lb.
200 lb.
500 lb.
I see the discutions here are again on a little stalemate:d
Well then I have some questions for people that are more familiar with 4e :
1.What epic destiny works best with blood mage ?
2.How is the enchating wizard in 4e ?
3.Is ilusionist still a viable choice ?
Q: Since we got elf,human,drow and tiefling as possible wizard races what race is suited for each wizard build ?
A: I'll say tiefling used to be a great enchating, human is nice as a evoker since he gets some constitution and i'll give elf ilusionist by default:))
I see the discutions here are again on a little stalemate:d
Well then I have some questions for people that are more familiar with 4e :
1.What epic destiny works best with blood mage ?
2.How is the enchating wizard in 4e ?
3.Is ilusionist still a viable choice ?
Q: Since we got elf,human,drow and tiefling as possible wizard races what race is suited for each wizard build ?
A: I'll say tiefling used to be a great enchating, human is nice as a evoker since he gets some constitution and i'll give elf ilusionist by default:))
Opinions? Answers ? Other questions ?
EDITING beacsue language got messed up earlier.
Races are not that great as saves are treated differently in 4e in a simplified way. Have 42INT Vs 40INT does not mean the difference of never overcoming spell resistance of X epic monster. It just that your probability of landing spell increases. Also insta-death spells are very few and I don't remember seeing one from a player character's hand.
So Maximus Minimus the 3.5 can no longer gain upper hand. A balanced character will always rule. Hence races are not that important. However they are important in giving bonus - but that is all.
i tend to disagree with you here. elven precision is very important and makes the elf better as a wizard then the let's say minotaur's racials (witch most are about melee combat)
I know this is a lame build but in 3.5E I used it a lot, would it be possible to have an half-elf that would use it, too?
Thanks
It took me until the third read to realize you meant your title. The wizard/cleric or (Mystyc Theurge later) is not really possible in 4E with Multi-classing. Multi-classing only gives you a trained skill and a weaker (often once daily) power from the other (multi) class which you can only take one class for the PC.
A later release (in PH III) the Hybrid class takes two classes, splits the at wills, and switches off (take from one class that power the next time it's available must be taken from the other class) for the encounter and daily powers. Hit points are fractioned off and defenses are often halved or you choose one of two +1's for a class's saving throw defenses (Fort Ref Will) per the two classes. Finally, you can never have the same class in both a hybrid and multi-class/half elven dilettante (extra at will as encounter power from an outside class class for that race) , but can multi-class with a hybrid.
Those who took time and browsed my FAQ would have found this in section II or my second post there.
What is Multi-Classing and/or Hybrid Classes? Will they be in Neverwinter also?
Updated 10/12/2012: Multi-classing and Hybrid classes as related to the Fourth Edition Tabletop game is explained in detail at the link here and a multi-class summary here. However, at the time of this entry, these features were not converted over to Neverwinter Online.
(Note: This answer will be updated if we receive new information.)
All that, it's not being released in any of these forms for the MMO game at the time of the launch.
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade! Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
| R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
Ofcourse, it is a well known fact that rogues have a great difficulty in grasping rules - thats why their names keep appearing on wanted list. Apparently rogues think that the wanted list is like rouge which makes them pretty.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Ofcourse, it is a well known fact that rogues have a great difficulty in grasping rules - thats why their names keep appearing on wanted list. Apparently rogues think that the wanted list is like rouge which makes them pretty.
alsarothMember, Neverwinter Beta UsersPosts: 0Arc User
edited November 2012
Ok, so a flashy clip has been delievered to us, explaining the control wizard. All elemental magic. Although it looks cool, flashy and like it can do some serious contribution to any party, I have one big worry.
This was one type of wizard, I don't know if there'll be other types of wizards or if sorcerer, warlock, mageblade etc. will fill out the roles as alternate spellcasters/magic roles. I sure hope this is not the only type of arcane magic user aviable (which I also doubt will be the case), and that some form of summoning will be aviable, preferably as necromancer. An arcane magis user must be able to feel powerfull and that won't happen if it cannot summon servants to do their bidding.
A RPG without necromancers/conjurers/summoners as playable classes (NOT counting divine casters or druids... Summoning forest animals... Really?) is not going to get any love from me. Back to Rift if that'll be the case, or wait for Elder Scrolls online.
Edit: Whoa! That one got really whiny... Let's try again:
*ahem* I want to know what summoning spells are aviable. That would be swell!
"A rare display of intelligence, undoubtedly fleeting." - Edwin Odesseiron
... An arcane magis user must be able to feel powerfull ...
I don't really see why one class has to feel more powerful than other class, though I have always felt and known that clerics are most powerful class in any edition of D&D.
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alsarothMember, Neverwinter Beta UsersPosts: 0Arc User
I don't really see why one class has to feel more powerful than other class, though I have always felt and known that clerics are most powerful class in any edition of D&D.
Ok, all classes wants to feel powerful and clerics are definetly a good way to go (the choice of focusing on leading, fighting or magic/support makes it very mendable, although I don't know if it's still true for 4th e).
However, my flavor is that a mage must be able to summon servants (preferably un-dead). It just must.
"A rare display of intelligence, undoubtedly fleeting." - Edwin Odesseiron
I don't really see why one class has to feel more powerful than other class, though I have always felt and known that clerics are most powerful class in any edition of D&D.
It's funny because it's true. Clerics were allways the easy way because they got it all. Melee,armors,heal,buffs,dmg spells...
And Wizard and Sorcerers were at top lvls.. You can't touch an very hi lvl wizard.
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neowolfenMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 68
Of course, at the time of this thread, we don't know what we're limited as to the type of wizard we can make, even if "builds" are mandatory or not, but if you could make a 4E wizard in an MMO game here, what would you do and why?
As for me, I think I'd create a force-specialized magic missile mastery Staff implement wielding with plenty of forced movement and impeding control conditional backup spells.
I'd go for a monster summoner myself. Plus I like pet classes.
Ser Alathor Crownguard, Cwelenas Alenuath, Dwarin Stonefist, Danaerys Hellborn
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alsarothMember, Neverwinter Beta UsersPosts: 0Arc User
We control freaks must stand together so the pet-classes are not as punished as they were in Rift.
I'd help you but apparently I haver an...animal abuse issue and need to go to my meeting....
"Hi, my name is truth and I'm...*sobs*...an ursine eviscerate-aholic."
HIIIII TRUTH!
It all started with the Care bears, so sickeningly sweet and phony, then they made em gummy, and I couldn't take it and...one day I just...ended 'em...there was so much..bl...
Comments
Sounds like an arcane trickster, no? And I think that particular class is "confirmed", so grats:D
so probably gonna go for blood mage
not sure if this is the right place for this link but..oppinions ?
http://community.wizards.com/go/thread/view/75842/19630518/WizardBlood_mageArchmage_best_race__feat_selection?pg=5
No posts. That's what's up there.
Raven the Claw
Male Human Wizard / Blood mage / Demigod
Level 30
Chaotic Evil
From Baldur's Gate
Strength 10 (+0)
Constitution 19 (+4)
Dexterity 12 (+1)
Intelligence 30 (+10)
Wisdom 18 (+4)
Charisma 12 (+1)
Height: 6' 6"
Weight: 210 lb
Skin:
Eyes: Black
Hair: Silver Straight; Light Beard
Maximum Hit Points: 160 [includes toughness]
Bloodied: 80
Surge Value: 40
Surges / Day: 10 [includes constitution modifier]
Size: Medium
Speed: 6 squares
Vision: Normal
Initiative: 1d20 +28 = 15 [half level] + 1 [dexterity] + 4 [improved initiative] + 8 [superior initiative]
Base Strength Attack: 1d20 +15 = + 15 [half level] + 0 [strength]
Base Dexterity Attack: 1d20 +16 = + 15 [half level] + 1 [dexterity]
Base Constitution Attack: 1d20 +19 = + 15 [half level] + 4 [constitution]
Base Intelligence Attack: 1d20 +25 = + 15 [half level] + 10 [intelligence]
Base Wisdom Attack: 1d20 +19 = + 15 [half level] + 4 [wisdom]
Base Charisma Attack: 1d20 +16 = + 15 [half level] + 1 [charisma]
Armor Class: 35 = 10 + 15 [half level] + 10 [intelligence]
Fortitude Defense: 31 = 10 + 15 [half level] + 1 [Human] + 1 [improved defenses] + 4 [constitution]
Reflex Defense: 37 = 10 + 15 [half level] + 1 [Human] + 1 [improved defenses] + 10 [intelligence]
Will Defense: 41 = 10 + 15 [half level] + 1 [Human] + 1 [improved defenses] + 4 [epic will] + 2 [wizard] + 4 [superior will] + 4 [wisdom]
If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 30 characters get +6 on attack/damage (6d6 extra damage on a critical hit) and +6 on all defenses. These bonuses do not stack with magic items.
Armor: None ("cloth")
Shield: None
Attacks:
Unarmed Melee: +15 [base strength attack] vs AC; damage 2[W]=2d4
Color Orb +25i [best ability vs reflex]
Magic Missile [always hits, as per July 2010 rules revision, for 2/3/5 + int modifier damage]
Beguiling Strands +25i [base intelligence attack] vs will
Winged Horde +25i [base intelligence attack] vs will
Blood Pulse [see online revision] +25i [base intelligence attack] vs will
Disintegrate +25i [base intelligence attack] vs reflex
Dextructive Salutation +25i [base intelligence attack] vs will
Chain Lightning +25i [base intelligence attack] vs reflex
Prismatic Spray +25i [base intelligence attack] vs fortitude, reflex, and will
Phantom Reality +25i [base intelligence attack] vs will
Impenetrable Gloom +25i [base intelligence attack] vs will
False Reality +25i [base intelligence attack] vs will
Visions of Wrath +25i [base intelligence attack] vs will
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving throw: d20 +1 [human perseverence] +2 [resilient focus] vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
100 lb.
200 lb.
500 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
33 lb. or less
34-66 lb.
67-100 lb.
100 lb.
200 lb.
500 lb.
Languages: Common; Chondathan [FRPG]; (? 3 more)
Rituals Known:
Skills:
Acrobatics: +16 = 1 [dexterity] + 15 [half level]
Arcana: +34 = 10 [intelligence] + 15 [half level] + 2 [wizardsapprentice] +5 [class training] + 2 [background]
Athletics: +15 = 0 [strength] + 15 [half level]
Bluff: +16 = 1 [charisma] + 15 [half level]
Diplomacy: +21 = 1 [charisma] + 15 [half level] +5 [class training]
Dungeoneering: +19 = 4 [wisdom] + 15 [half level]
Endurance: +24 = 4 [constitution] + 15 [half level] +5 [class training]
Heal: +19 = 4 [wisdom] + 15 [half level]
History: +30 = 10 [intelligence] + 15 [half level] +5 [class training]
Insight: +24 = 4 [wisdom] + 15 [half level] +5 [class training]
Intimidate: +16 = 1 [charisma] + 15 [half level]
Nature: +19 = 4 [wisdom] + 15 [half level]
Perception: +19 = 4 [wisdom] + 15 [half level]
Religion: +25 = 10 [intelligence] + 15 [half level]
Stealth: +16 = 1 [dexterity] + 15 [half level]
Streetwise: +18 = 1 [charisma] + 15 [half level] + 2 [Baldur's Gate]
Thievery: +16 = 1 [dexterity] + 15 [half level]
Feats:
Armor Finesse [HoFL] No check penalties
Improved Defenses [HoFL] +1/+2/+3 on all three: fortitude, reflex, will
Resilient Focus [HoFL]
Superior Will [HoFL] +2/+4/+6 and save vs dazed/stuned at start of turn even if save does not normally end effect
Action Surge
Human Perseverance
Improved Initiative
War Wizardry [FRPG]
Orb Expertise [HoFL] [see online revision] Remember your +3 attack bonus using an orb; +1 to number of squares to pull, push or slide targets
Implement Expertise -- Tome [PH2 / AP] [see online revision] Remember your +3 attack bonus using a tome
Superior Initiative [PH3]
Enlarge Spell [AP]
Epic Will [PH2]
Toughness
Weapon Focus -- Staff
Bloodthirst
Psychic Lock
Spell Focus
Spell Accuracy
At-Will:
Melee Basic Attack: By weapon, damage 2[W] [standard action]
Ranged Basic Attack: By weapon, damage 2[W]+1 [dexterity bonus] [standard action]
Bull Rush: +15 [base strength attack] vs fortitude [standard action]
Grab: +15 [base strength attack] vs reflex [standard action]
Move grabbed target: +15 [base strength attack] vs fortitude [standard action]
Escape: +16 [acrobatics] vs reflex / +15 [athletics] vs fortitude [move action]
Ghost Sound [HoS; Wizard][standard action]
Disrupt Undead [HoS; Wizard][minor action]
Light [Wizard][minor action]
Mage Hand [Wizard][minor action]
Prestidigitation [Wizard][standard action][no longer moves up to 1 lb per Essentials]
Magic Missile [Level 1][usable as ranged basic attack]
Beguiling Strands [HoFL][Level 1]
Winged Horde [HoF][Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Heroic Effort ["Essentials" rules human utility][no action]
Use Implement [free action]
Color Orb [Wizard Apprentice][standard action]
Blood Pulse [Blood Mage Level 11] [see online revision]
Mass Charm [HoFL][Level 17]
Chain Lightning [Level 23]
Impenetrable Gloom [HoS][Level 27]
Daily Powers:
Blur [Level 10 Utility][minor action]
Energy Devourer [HoFL][Level 10 Utility][immediate interrupt]
Soul Burn [Blood Mage Level 12 Utility][minor action]
Fly [Level 16 Utility]
Stoneskin [Level 16 Utility]
Disintegrate [Level 19]
Wrath of Battle [HoFL][Level 19]
Dextructive Salutation [Blood Mage Level 20]
Time Stop [Level 22 Utility][minor action]
Wraithform [Level 22 Utility][minor action]
Prismatic Spray [Level 25]
Phantom Reality [HoFL][Level 25]
Divine Regeneration [Demigod Level 26 Utility]
False Reality [HoFL][Level 29]
Visions of Wrath [HoF][Level 29]
Reminder to Level 30 Wizards: Each day (i.e., after extended rest), you prepare four daily non-utility powers and seven utility powers from your spellbook. Paragon path powers and epic destiny powers are in addition, and do not need to be prepared.
Human
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses
This human chose the Heroic Effort human encounter utility -- +4 to any attack roll, ability check, saving throw, or skill check in order to turn a failure to a success. Forego the extra at-will class attack power to use this ability.
Player characters from Baldur's Gate get to choose one additional language, have streetwise as a class skill option, and get +2 on streetwise checks.
Wizard
This wizard chose the Orb of Imposition mastery [see online revision] . Remember the option to give a penalty on your NEXT saving throw equal to your wisdom modifier, or maintain an at-will power for an extra turn.
Cantrips
Ritual Casting [bonus feat, not listed above]
Spellbook
Blood Mage
Blood Action [Level 11]
Bolstering Blood [Level 11] [see online revision]
Burning Blood [Level 16]
Blood Pulse [paragon attack 11]
Soul Burn [paragon utility 12]
Destructive Salutation [paragon attack 20]
Demigod:
Divine Spark [Level 21, already included]
Divine Recovery [Level 24]
Divine Regeneration [Level 26 Utility]
Divine Miracle [Level 30] [see online revision]
Theme: Wizard Apprentice [Dragon 399]
Level 1: Color orb, one target, range 5 radiant damage 1d8/2d8/3d8
Level 5: Get a level 6 or lower common magic item
Level 10: +2 on aracana checks, one new language
Raven the Claw's Equipment:
0 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
2 lb
3 lb
_____
39 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Orb
Spellbook x1
Total
Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Resistances:
Action Point Tally:
Daily Item Powers Per Day: Epic Tier Milestone / / /
Death Saving Throw Failures:
More about Raven the Claw:
The rest at a cursory glance seems fine. Whether it's ideal or terrible, I'll leave to others to decide that personally. I happen to respect the build concept, minus that ritual oversight of course.
Well then I have some questions for people that are more familiar with 4e :
1.What epic destiny works best with blood mage ?
2.How is the enchating wizard in 4e ?
3.Is ilusionist still a viable choice ?
Q: Since we got elf,human,drow and tiefling as possible wizard races what race is suited for each wizard build ?
A: I'll say tiefling used to be a great enchating, human is nice as a evoker since he gets some constitution and i'll give elf ilusionist by default:))
Opinions? Answers ? Other questions ?
EDITING beacsue language got messed up earlier.
Races are not that great as saves are treated differently in 4e in a simplified way. Have 42INT Vs 40INT does not mean the difference of never overcoming spell resistance of X epic monster. It just that your probability of landing spell increases. Also insta-death spells are very few and I don't remember seeing one from a player character's hand.
So Maximus Minimus the 3.5 can no longer gain upper hand. A balanced character will always rule. Hence races are not that important. However they are important in giving bonus - but that is all.
Thanks
It took me until the third read to realize you meant your title. The wizard/cleric or (Mystyc Theurge later) is not really possible in 4E with Multi-classing. Multi-classing only gives you a trained skill and a weaker (often once daily) power from the other (multi) class which you can only take one class for the PC.
A later release (in PH III) the Hybrid class takes two classes, splits the at wills, and switches off (take from one class that power the next time it's available must be taken from the other class) for the encounter and daily powers. Hit points are fractioned off and defenses are often halved or you choose one of two +1's for a class's saving throw defenses (Fort Ref Will) per the two classes. Finally, you can never have the same class in both a hybrid and multi-class/half elven dilettante (extra at will as encounter power from an outside class class for that race) , but can multi-class with a hybrid.
Those who took time and browsed my FAQ would have found this in section II or my second post there.
All that, it's not being released in any of these forms for the MMO game at the time of the launch.
0.o
o.0
>.<
I don't get 3rd or 4th edition rules...
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade!
Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
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Like how Francis the Gnome's Friend also loves Parties and keeps going to the wrong kinds, (RARR?)
Yes, EVERYBODY link the Gnome barbarian short in th forums and watch him...have fun!
This was one type of wizard, I don't know if there'll be other types of wizards or if sorcerer, warlock, mageblade etc. will fill out the roles as alternate spellcasters/magic roles. I sure hope this is not the only type of arcane magic user aviable (which I also doubt will be the case), and that some form of summoning will be aviable, preferably as necromancer. An arcane magis user must be able to feel powerfull and that won't happen if it cannot summon servants to do their bidding.
A RPG without necromancers/conjurers/summoners as playable classes (NOT counting divine casters or druids... Summoning forest animals... Really?) is not going to get any love from me. Back to Rift if that'll be the case, or wait for Elder Scrolls online.
Edit: Whoa! That one got really whiny... Let's try again:
*ahem* I want to know what summoning spells are aviable. That would be swell!
I don't really see why one class has to feel more powerful than other class, though I have always felt and known that clerics are most powerful class in any edition of D&D.
Ok, all classes wants to feel powerful and clerics are definetly a good way to go (the choice of focusing on leading, fighting or magic/support makes it very mendable, although I don't know if it's still true for 4th e).
However, my flavor is that a mage must be able to summon servants (preferably un-dead). It just must.
It's funny because it's true. Clerics were allways the easy way because they got it all. Melee,armors,heal,buffs,dmg spells...
And Wizard and Sorcerers were at top lvls.. You can't touch an very hi lvl wizard.
I'd go for a monster summoner myself. Plus I like pet classes.
We control freaks must stand together so the pet-classes are not as punished as they were in Rift.
I'd help you but apparently I haver an...animal abuse issue and need to go to my meeting....
"Hi, my name is truth and I'm...*sobs*...an ursine eviscerate-aholic."
HIIIII TRUTH!
It all started with the Care bears, so sickeningly sweet and phony, then they made em gummy, and I couldn't take it and...one day I just...ended 'em...there was so much..bl...
*breaks down sobbing.*
St. Augustinus
Lightning Mage, PLEASE!
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