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General Tabletop Discussion
Character Builds & Optimization
Demonologist/Alienist/Archivist archetype
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<blockquote data-quote="Arikabeth" data-source="post: 7037359" data-attributes="member: 6872826"><p>I'm no CharOP expert on items, but if you're going to use a <strong>Long Range</strong> dagger, you might as well get the <strong>Distance Weapon</strong> instead, which is lvl 2 instead of lvl 1, if that's not a problem - it increases long range by 10, and doesn't increase short range, but makes it so that you take <em>no penalty for throwing at long range</em>.</p><p></p><p></p><p></p><p><span style="font-size: 15px">Other items related to knowledge checks which could prove interesting </span></p><p>(Note that the item bonuses don't stack with other items granting item bonuses to stats like Arcana or other knowledge-related skills)</p><p></p><p><strong>Goggles of the bone collector </strong>- lvl 9, head - +3 item bonus to monster knowledge checks, (and some minor action power you'll probably never need)</p><p></p><p><strong>Lens of discernment</strong> - lvl 10, wonderous item - minor action encounter power: +10 to monster knowledge checks vs a single creature</p><p></p><p><strong>Demonomicon</strong> - lvl 13 (RARE!), tome, many attributes, among them +5 item bonus to knowledge checks related to abyss and monster knowledge related to demons </p><p></p><p><span style="font-size: 15px">Mundane knowledge-related things:</span></p><p>Beastiary (25 gp) - when you have an hour to spare to study a creature (might not happen that often?), can grant a reroll to a monster knowledge check</p><p>Inquisitive’s Kit (40 gp) - a bunch of detective items, mechanically grants bonus to search checks for something specific. </p><p></p><p></p><p>About the rituals and knowledge checks, even though I'm 90% sure it won't be a problem (even though I don't know your group), I'll mention it just because the 10% chance of unfun is not cool: </p><p></p><p>Find a good balance between your character feeling useful with lots of neat utility rituals and abilities, finding creative ways to overcome obstacles and gaining info without using rituals as crutches, and the DM having you discover things gradually. Try to involve the other characters to assist in their own ways instead of having the DM dump "here is all you need to know" when succeeding with a knowledge search ritual. </p><p></p><p>Find some more elegant houserule way of handling the monster knowledge checks than the rules as written. If I recall correctly it is a free action which anyone can take any time on any creature, which reveal their keywords, origin, resistances and "what their powers do", the last part being kind of vague. I'm not completely certain what's the best way of doing it, but I don't find it that appealing as written, and suggest you try to find a more interesting spin of it. Maybe that's just me though, and sorry that I don't have completely concrete advice on how to run the monster knowledge checks (my 4E experience is quite limited).</p><p></p><p>I've seen some groups require a minor action for knowlege checks, and requiring 3 successful checks to know what powers do, but I can't vouch for that being the most fun/balanced way of handling it (I know powers are 100% transparent when used, but I mean knowing what their powers do <em>before</em> they use them).</p><p></p><p></p><p>Tl;Dr: Trust in your DM, just make sure you're on the same page about rituals/monster checks (even if that should go without saying).</p></blockquote><p></p>
[QUOTE="Arikabeth, post: 7037359, member: 6872826"] I'm no CharOP expert on items, but if you're going to use a [B]Long Range[/B] dagger, you might as well get the [B]Distance Weapon[/B] instead, which is lvl 2 instead of lvl 1, if that's not a problem - it increases long range by 10, and doesn't increase short range, but makes it so that you take [I]no penalty for throwing at long range[/I]. [SIZE=4]Other items related to knowledge checks which could prove interesting [/SIZE] (Note that the item bonuses don't stack with other items granting item bonuses to stats like Arcana or other knowledge-related skills) [B]Goggles of the bone collector [/B]- lvl 9, head - +3 item bonus to monster knowledge checks, (and some minor action power you'll probably never need) [B]Lens of discernment[/B] - lvl 10, wonderous item - minor action encounter power: +10 to monster knowledge checks vs a single creature [B]Demonomicon[/B] - lvl 13 (RARE!), tome, many attributes, among them +5 item bonus to knowledge checks related to abyss and monster knowledge related to demons [SIZE=4]Mundane knowledge-related things:[/SIZE] Beastiary (25 gp) - when you have an hour to spare to study a creature (might not happen that often?), can grant a reroll to a monster knowledge check Inquisitive’s Kit (40 gp) - a bunch of detective items, mechanically grants bonus to search checks for something specific. About the rituals and knowledge checks, even though I'm 90% sure it won't be a problem (even though I don't know your group), I'll mention it just because the 10% chance of unfun is not cool: Find a good balance between your character feeling useful with lots of neat utility rituals and abilities, finding creative ways to overcome obstacles and gaining info without using rituals as crutches, and the DM having you discover things gradually. Try to involve the other characters to assist in their own ways instead of having the DM dump "here is all you need to know" when succeeding with a knowledge search ritual. Find some more elegant houserule way of handling the monster knowledge checks than the rules as written. If I recall correctly it is a free action which anyone can take any time on any creature, which reveal their keywords, origin, resistances and "what their powers do", the last part being kind of vague. I'm not completely certain what's the best way of doing it, but I don't find it that appealing as written, and suggest you try to find a more interesting spin of it. Maybe that's just me though, and sorry that I don't have completely concrete advice on how to run the monster knowledge checks (my 4E experience is quite limited). I've seen some groups require a minor action for knowlege checks, and requiring 3 successful checks to know what powers do, but I can't vouch for that being the most fun/balanced way of handling it (I know powers are 100% transparent when used, but I mean knowing what their powers do [I]before[/I] they use them). Tl;Dr: Trust in your DM, just make sure you're on the same page about rituals/monster checks (even if that should go without saying). [/QUOTE]
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