Wizard Arcanist. Forgotten Realms Player's Guide Player's Handbook 2 4e Player's Handbook 3 Eberron Player's Guide Hybrid Cleric. Dragon Sep Dragon Mar Cleric Warpriest. Heroes of the Fallen Lands Fighter Knight. Fighter Slayer. Wizard Mage. Druid Sentinel. Heroes of the Forgotten Kingdoms Ranger Hunter. Elemental Resilience: The elementalist may use his or her Constitution modifier in place of the Dexterity or Intelligence modifier bonus to AC when not wearing heavy armor.
Elemental Versatility: The elementalist gains an additional sorcerer at-will attack power at 9th level and at 19th level. Each option grants one of two at-will attack powers, Enhanced Elemental Bolt, which adds a damage type and an additional hit effect to elemental bolt , Elemental Soul, which grants resistances and bonuses to saving throws against ongoing damage, and a unique move action or trait. A 1st-level elementalist gains the use of an elemental escalation power corresponding to the elementalist's choice of Elemental Specialty.
This power will be either elemental escalation air , elemental escalation earth , elemental escalation fire , or elemental escalation water. The elementalist will gain additional per-encounter uses of elemental escalation at higher levels, but can use elemental escalation only once per round.
Sorcerer powers, having an arcane power source , are also called spells. Roles Controller Defender Leader Striker. Deva Gnome Goliath Half-orc Shifter. Githzerai Minotaur Shardmind Wilden. Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Downloads Latest reviews Search resources. Find Us! YouTube Facebook Twitter.
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You should upgrade or use an alternative browser. Thread starter Nibelung Start date Sep 26, Nibelung First Post. Part One: What Are You? What this tends to do is give the class more of a "grenade launcher" style, where you are encouraged to waylay bursts and blasts everywhere with little regard to strategy or Controlling.
There's still some element of Control amongst the Encounter "attacks" you do get, but we'll get into those later. The guide is going to be formatted as a guide independant of the Sorcerer's, though the item and feat list will apply to both of them.
Originally posted by DuelistDelSol: Items and Equipment Unlike with the feats and as I did in the Warlock guide , I'll be sticking with items that would deserve a Black or higher rating. I'll also be going over Superior implements in this section, though as more of a header to the items list ranking each individual Superior implement before listing off the possible enchantments.
I will be sticking to Cloth for the Armor section unless popular desire says otherwise, upon which point I'll add a section for Leather should I have the room. Accuracy usually tends to trump straight damage bonuses when it comes to what finally contributes to your DPR, and this will help you rub elbows with your weapon-using brethren. Guardian Staff Energized Force, Shielding : Force damage is nowhere close to a common type for you, though the Shielding benefit may perk an eyebrow or two.
Mindwarp Staff Distant, Energized Psychic : Psychic, however, is a bit more common, as its something often found with Wild Magic spells. You normally won't have a problem with Range on your powers, but if you act from way in the back, that extra two squares could come in handy. Works quite nicely as an offhand implement. Keep in mind that higher versions of this slowly add more squares. To be quite honest, unless you have some other strategy in mind, Staff-wielders should probably stick to this for their entire career.
There are corner cases for only wanting to add one square and not a full expansion of the AOE, but this will normally be your port of call for those that pride on their AOEs. On top of that, once per day as a free action, you can transform a Close blast X into a Close burst X-2, making some of those Blast 5s downright deadly by adding a ton of coverage. Worth considering before the advantage of Staff of Ruin takes its hold. Especially for campaigns focused around undead, you might be interested in this.
Wild Sorcerers may or may not care about the secondary benefit on a critical hit - you've got better Staffs, anyway.
Unsurprisingly, this trait is shared across a lot of powers the Sorcerer has in stock, making this a prime choice. Resonating Dagger Energized Thunder, Forceful : Storm Sorcerers and Air Elementalists could also find this an attractive offer as well, though if you're after DPR and not extra control, you've got better options.
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