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4 years ago ::
Jun 29, 2009 - 10:49PM
#1
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So the net expert feat says you slow everyone you hit with a net attack.
I figured it would be cool if I fired long ranged large AOEs while using a net as an implement and slow everything I hit.
It took a bit of work but I managed to pull it off, but you need a level 8 magic item. Disrupting Net +2. This says your net counts as a holy symbol.
Hybrid rules say that any implement for one class is an implement for the other class also. So hybrid cleric lets me use holy symbols as my wizard implement.
So I figured go with Genasi for strength and int. Build a good genasi wizard using elemental empowerment as well as a good melee strength cleric wielding a net as his melee weapon.
Due to enlarge spell scorching burst becomes a ranged 10, burst 2 (5 by 5) which slows and does 1d6+10 damage. 1d6+12 if you don't increase the radius.
His other 3 wizard powers are all AOE spells that get bonus damage from his Elemental empowerment and can be increased in size with enlarge spell. Acid Mire is really nasty because the target is slowed and in a 5 by 5 zone of difficult damaging terrain (speed 1!).
Note that you also need to use the Windrise ports background because you need to be in a martial class to take net training which is also a multiclass feat. I took Warrior of the Wild because I love being trained in perception and I liked having hunter's quarry bonus damage.
So my question is, I felt like I jumped through a lot of hoops to pull this off and it still doesn't work until you get a level 8 magic item. Can anyone find a trick to do it at a lower level?
====== Created Using Wizards of the Coast D&DI Character Builder ====== Netizard, level 8 Genasi, Wizard|Cleric
FINAL ABILITY SCORES Str 20, Con 11, Dex 10, Int 20, Wis 13, Cha 8.
STARTING ABILITY SCORES Str 16, Con 11, Dex 10, Int 16, Wis 13, Cha 8.
AC: 22 Fort: 19 Reflex: 19 Will: 17 HP: 50 Surges: 6 Surge Value: 12
TRAINED SKILLS Heal +10, Arcana +14, Religion +14, Perception +10
UNTRAINED SKILLS Acrobatics +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +6, History +9, Insight +5, Intimidate +3, Nature +7, Stealth +4, Streetwise +3, Thievery +4, Athletics +9
FEATS Level 1: Elemental Empowerment Level 2: Enlarge Spell Level 4: Warrior of the Wild Level 6: Net Training Level 8: Focused Expertise (Net)
POWERS Hybrid Cleric at-will 1: Righteous Brand Hybrid Wizard at-will 1: Scorching Burst Hybrid daily 1: Shield of the Gods Hybrid daily 5: Acid Mire Hybrid encounter 1: Healing Strike Hybrid encounter 3: Fire Shroud Hybrid encounter 7: Winter's Wrath Hybrid utility 2: Shield of Faith Hybrid utility 6: Wizard's Escape
ITEMS Disrupting Net +2, Mage's Parrying dagger +1, Battle Harness Cloth Armor (Basic Clothing) +2, Gloves of Piercing (heroic tier), Casque of Tactics (heroic tier) ====== Created Using Wizards of the Coast D&DI Character Builder ======
Thanks,
Mike Donais. Cryptozoic R&D
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4 years ago ::
Jun 30, 2009 - 12:12AM
#2
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Date Joined:
Feb 15, 2006
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I just wanted to drop by and say what an awesome idea this is. Sadly I cannot come up with a way to do this earlier then you have.
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4 years ago ::
Jun 30, 2009 - 2:02AM
#3
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Cool thanks Boffer.
Maybe I will look towards a paragon path for Netizard.
Mike.
Mike Donais. Cryptozoic R&D
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4 years ago ::
Jun 30, 2009 - 9:54AM
#4
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Date Joined:
Apr 10, 2008
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Har har har!!
That is a very clever idea. I kind of expect most DMs to call BS on it though.
I mean, daggermaster to boost dagger implement usage is one thing, but casting a fireball through a net to slow everyone??
Still, the idea is sufficiently awesome that some DMs might even allow it!
My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509
My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
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4 years ago ::
Jun 30, 2009 - 10:21AM
#5
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Date Joined:
Mar 19, 2005
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You're in R&D, just slip a feat that lets you use nets as implements into PHB3 :D
Seriously though I can't see a way to do it earlier either, but I wanted to say it's an interesting idea and it's nice to see that even Wizards R&D comes up with crazy char op stuff.
It smells unbalanced to me, but then maybe having to jump through all those hoops makes up for it. I guess you'd know whether it's balanced or not, though.
As for flavor I can kind of see it... The wizard has figured out ways to involve nets in all his spells -- fireball through the net becomes fire net which covers the same area, etc.
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4 years ago ::
Jun 30, 2009 - 10:43AM
#6
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Date Joined:
Mar 10, 2004
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Well, one trick is that you can do it at 7 by taking your level+1 item as the net
;-)
Hmmm ... nets are flails right?
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4 years ago ::
Jun 30, 2009 - 10:48AM
#7
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Wait, I'm seeing a logical contradiction here (imagine that!): The point of a net is that you throw it to ensnare enemies... But magic thrown weapons automatically return to you... So what happens when you throw a magic net? Obviously, by RAW, it imparts the slow condition and returns to you, but that clearly doesn't make sense (but then again it is "magical").
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4 years ago ::
Jun 30, 2009 - 11:08AM
#8
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Date Joined:
Jun 18, 2003
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Genius, Mike. The Fluff applications available for this type of off-the-wall idea are astronomical in number. Nice.
Resident Logic Cannon
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4 years ago ::
Jul 01, 2009 - 11:21AM
#9
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Date Joined:
Feb 14, 2008
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Wait, I'm seeing a logical contradiction here (imagine that!):
The point of a net is that you throw it to ensnare enemies... But magic thrown weapons automatically return to you... So what happens when you throw a magic net?
Obviously, by RAW, it imparts the slow condition and returns to you, but that clearly doesn't make sense (but then again it is "magical").  Obviously, by fluff, the net leaves behind a 'magical residue' in the form of a glowing energy web that inflicts the slow/whatever else. (;
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4 years ago ::
Jul 07, 2009 - 12:28AM
#10
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I was looking at paragon paths to see where Netizard goes at level 11. It seems like with his 3 and a half classes he has a few reasonable choices. The ever popular blood mage is not bad of course.
The one I liked best was Spellstorm Mage from PH1.
The action point ability is good, +half level damage to 2 attacks. At level 11 he also can regrow an encounter power 1/day basically.
His level 11 encounter power also works well with slow since it takes extra movement to go through:
Storm Cage Spellstorm Mage Attack 11 Encounter - Arcane Conjuration Implement Lightning Thunder Standard Action - Burst 2 within 20 (burst 3 if I expand it) Attack: Int vs reflex Hit: 4d6+ int mod damage Effect: (this is even on miss) You conjure a wall in the 16 outer squares of the burst (forming a square enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall squares takes 10 lightning damage. Moving into a wall square costs 1 extra square of movemnt. It lasts until the end of your next turn.
His level 12 power creates a giant sustainable difficult terrain area (great with slow). His level 20 power teleports all enemies within burst 10 (11 expanded) to any other squares within 11. And damages them (and slows of course since you are a netizard). That is a 23 by 23 area of dps and slow and teleport.
Great synergy with this build.
Mike Donais. Cryptozoic R&D
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