Author Topic: The Lost Lord's party...  (Read 3231 times)

Offline SorO_Lost

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The Lost Lord's party...
« on: January 25, 2015, 11:37:01 PM »
Perhapes you've seen my Lost Lord submission modeled after the Overlord games. It has some really nice damage, minions, and some amazing defenses. Well shortly after that I found my burst stealthy DPS using Fighter/Rogue/Ranger that deals more than twice the figure listed in WotC's Handbooks and more than three times that with a little party help.

By my count, that's the tank & thief. I still need a healer and an arcane. :D
On the Arcane I know for a fact the goal is Sorcerer due to the Sorcery Points mechanic allowing his Simulacrums to replenish their Spell Slots. Heck, by strict RAW those Slots never expire so there is nothing stopping you from stockpiling Slots during your down time (I smell a need for errata). Anyway, that locks the build into 17 levels of Sorcerer and Wild seems in every way superior to Draconic thanks to that 1d4 bonus/penalty and two dice choice off the Wild table. But what to dip afterwards? Bard seems like the logical choice, it'd help the party and boost Initiative. Thoughts?

And the healer, I know yet-another-druid/monk-build" is probably running through your head but what about the Cleric? Any pointers for a good multi-class Cleric (or druid) that still packs access to 9th level Spells?

Offline sambojin

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Re: The Lost Lord's party...
« Reply #1 on: January 26, 2015, 10:41:24 PM »
A Cleric 17/ Sorceror 3 (wild) is a nice mix. How you'd want to level him is up to you, but I'd probably go cleric 3, sorc 3, cleric up to 17. I'd actually choose distant spell and twinned spell as metamagics, even if distant spell is poo-pooed as weak. 30' range touch spells is awesome for this role. A combat healer is wonderful, throwing heals or resistance onto whoever needs them the most. Would you stand beside the schlup that just needed your assistance? No, me neither. You could go Sorc 3 (Draconic Gold), just so the Lost Lord sort-of has a Golden Dragon in his slave army, but that'd be boring. Occasional random funkiness adds a nice flare to nova-ing off those sorc spell slots with Wild. Get the spell-slot/metamagic economy going early in the build though, and never look back.

There's not really a terrible domain, but there are some nicer ones.

Even though Nature has some pretty crappy spells, Dampen Elements is absolutely amazing. Free on-call resistance to all the most common spell damage types. A little bit of free anti-resistance weapon damage for you as well.

Trickery means you can not take distant spell, due to Invoke Duplicity doing the same thing, especially at lvl 17. Also, free advantage on stealth all the time for your DPR rogue is nice.

Healing? Well, it's more healing, but boring. Next!

I personally would favour Light in your party makeup, just so you have an extra blaster of some kind. It'll nova out your spell slots pretty damn quickly, but at least it'll get you to lvl 20. It helps the rest of the Lost Lord's party get there as well. Damage < BFC, but you still need damage from somewhere, preferably multi-target damage to soften things up for the Lord's army to deal with. Spreads the load a bit for your actual blaster/BFC magic user when you want, but still brings all the gubbins a cleric brings, with ranged combat medic into the mix. It's a hybrid optional kind of thing. Need extra damage? You've got it. Need healing? You've got it. But you can't do heaps of both. Just evil enough that he'd be allowed to tag along with the Lost Lord though. Your sorcerer will love him come lvl 20. Disadvantage for your enemies against hurty-burny-stuff all the time.

Nature may be more powerful in some ways, but Light spreads the load better. Attack>defense.

You could variant Human the character, give him Magical Initiate (Warlock), just for the Hex spell, because it's an amazing bonus action spell (better twinned). Helps boost your damage a bit, and can synergize beautifully with whatever your group is doing to the poor monster(s). You actually learn the spell, so cast it with sorc or cleric slots all you want. It really is that good that it's worth the feat slot for it.

Umm, take the sage background. It's a weak background in many ways, but you'll need it. Can you cast Wish? No. Not really a problem though, because you've got a nice mix of spells. Can you cast Foresight? No. This is a problem. Your entire adventuring career will be used in tracking down and working out how to cast twinned Foresight.

At least you've got a goal in mind :)
« Last Edit: January 27, 2015, 06:28:58 PM by sambojin »

Offline sambojin

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Re: The Lost Lord's party...
« Reply #2 on: January 27, 2015, 06:20:22 PM »
Another thought on the above is to make your sorcerer a variant human as well. With Magical Affinity (Cleric) you can slap Cure Wounds on him, Guidance and Resistance as cantrips and have both casters covering each other's roles as and when required. Two people having guidance for initiative boosting two people at once is nice, 4 if you twin it with both casters. This is on top of all the other things having two sets of these spells can get you into or out of, with very little or no resource cost.

Bill & Bob: The Blaster Brothers. One is of the religious persuasion, all fire and brimstone. The other is of the magical, still all fire and brimstone. Individually they're dangerous, but together they're unstoppable.

Just a thought since you hadn't really outlined your character concept for the sorcerer character yet.

But really, the cleric above is a nice little support/hole filler character regardless of what you choose for you mage character. Can buff (bless, enhance ability/guidance), de-buff (hex, channel divinity, lvl 17 power), combat medic (cure wounds and resistance and distant spell, plus other stuff) but can also play a bit of a blaster role too (scorching ray, fireball, sacred flame, etc). Also has a bit of versatility and sustain due to a fairly large amount of cantrips, the standard cleric utilities and the sorcerer's font/metamagic stuff. I'm not sure what the consensus is on Scorching Ray and Hex necrotic damage if the former is cast on a single target, but it's quite a nice alpha strike for a lvl 1+ lvl 2 slot action. 3x (2d6 fire + 1d6 necrotic) isn't bad at its lowest level against big, single targets, with cantrip plinking to follow up with. It just depends if choosing a single target makes that a single target spell in the eyes of your DM. I'd allow it.

I'm still not really sure why you want lvl 9 cleric spells, but I'm not sure what you'd take instead, and the level 17 power is good anyway for mage synergy. The character isn't nearly as powerful as an AniMonk, but it does fulfill a different role in a rather large party (support for everyone, but no melee from this guy).
« Last Edit: January 27, 2015, 06:22:53 PM by sambojin »

Offline SorO_Lost

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Re: The Lost Lord's party...
« Reply #3 on: January 27, 2015, 07:38:47 PM »
I'm still not really sure why you want lvl 9 cleric spells
It makes sense that if you're going to build a full party to make them cover as many things as you can.

The Sorcerer in 5th has a hit to his Spell List, it's just not as large as the Wizard's by default. Like he has five 9ths Gate, Meteor Swarm, Power Word Kill, Time Stop, & Wish. Wizards can pick and choose from a list of 12. His Sorcery Points makes him very powerful but his Spell List limits him. And at this point of my 5th knowledge I can't say how much, only that it does.

The Divine Side is going to have to carry the options that cannot be picked up by the Sorcerer. I feel a lot of this is going to come down to Spell choices which would take a bit of research so any input there would be greatly appreciated as well. I really love the idea of Twinned Hex too :)

Offline sambojin

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Re: The Lost Lord's party...
« Reply #4 on: January 27, 2015, 10:08:24 PM »
I'm admittedly a fan of clerics (mostly due to shear level of awesome from 3.5ed), but they're not what they once were. Concentration changes, easier healing for all and the druid jumping up and down on their toes has given them a bit of the short shrift of things. At least in comparison to before, which was admittedly too powerful.

There's a ton of reading of the spellbook for you to do to discover the more useful spells (me too), but you'll be annoyed when it turns out that druids can mostly do it, but also have better options as well. There's more gems for druids along the way as well. No, we don't know why.....

On the sorc spell list thing, even though it's certainly not the most powerful option, chucking 3 levels of wizard in there can round out the list quite well. Trade virtually all your lower sorc spells into higher level spells as you level-up, then research like a madman every level 1 and 2 spell that doesn't need much of a spell-save/ability as a wizard. Keep your kabooms as sorcery, every other thing up to 2nd level spells can be cast with Int as your modifier as a level 3 wizard. Pity there's not the room for wizard 5, just to research out all the optional level 3 spells, but there's not.