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That Rune Aimer: A Runepriest's Handbook (by RayjeEliwan)
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<blockquote data-quote="Nibelung" data-source="post: 6709452" data-attributes="member: 74499"><p><strong>Originally posted by RayjeEliwan:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Paragon Paths:</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Native Paragon Paths:</strong></span></p><p></p><p>Most of these will give you a new rune state. The way this works is that you first pick the destruction or protection rider as usual, and then you choose between that rune state and your PP-granted rune state. For example, an Enlightened Word could use Rune of Mending in destruction mode, getting the destruction rider, then enter the Rune State of the Cloud Step instead of the Rune State of Destruction.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>Hammer of Vengeance (PHB3):</strong> This path is about pretending to be a striker. As long as you keep using Runepriest powers and your allies keep focusing fire, you're pretty much guaranteed to get an extra MBA (with a bonus to hit and damage after 16) every single round. You may recall that an extra MBA a round was enough to turn pre-nerf Kulkor Arms Master into, well, pre-nerf Kulkor Arms Master, so if you're looking to add a strikery flair to your Runepriest, look no farther. The AP feature is mostly forgettable, dealing minor retaliatory damage when enemies successfully damage your allies. The level 11 power is passable, but it conflicts with your use of Bloody Vengeance, so it's not especially great. The level 12 power also conflicts with your use of Bloody Vengeance, but it's a pretty nice bonus, particularly if your ally is a multiattacker. The level 20 power is utterly forgettable, but oh well. The path has some CON-based features, but they're not critical if you want your WIS-based Runepriest to be strikery too. That said, the reason I didn't rate this path higher is because it really does nothing to make you a better <em>leader</em>.</p><p></p><p><strong><span style="color: #993366">Light Bringer (PHB3):</span></strong> I want so badly to like this path. It's very cool. It's just not very <em>good</em>. Your new rune state starts out denying enemies the benefit of concealment and eventually prevents allies from being blinded. Unfortunately, concealment and blindness aren't common enough in most campaigns to really be worth spending your whole PP on them. If your GM absolutely adores both concealment and blindness, this is for you, but I think you can do better. The AP feature is nice and leadery, granting an action to your ally instead of yourself. The level 11 attack blinds in a limited area, which is nice to have on tap. The level 12 power is a pretty nice daily heal in a burst. The level 20 power is, well, an awful lot like a lot of Runepriest daily powers . . . not bad, but nothing special.</p><p></p><p><strong>Master of the Forge (PHB3):</strong> This is the only native Runepriest path that doesn't grant you a new rune state. I consider this a bit of a flaw, though what it gives you in exchange isn't awful. It's remarkably focused on boosting weapons and weapon attacks, so it might not be good in every party. The level 11 feature gives you or an ally (hint: most weapon-using allies will get more swings than you do) a small but constant bonus to weapon damage rolls, and the level 16 feature gives you or an ally a small but constant bonus to AC with heavy armor. The AP feature spreads out more damage bonuses, though it's frustrating in that it only applies to weapon damage. The level 11 power throws out some decent bonuses, again showing a bias for weapon attacks and heavy armor. The level 12 power is perhaps the path's defining feature, passing out a rather noticeable bonus to AC at-will. It's only touch range, and it's a minor action, but in the right party, it's pretty nice. It works very well with Mark of Warding, I will add. The level 20 power isn't bad and can make a melee nova better, but it's not likely to be encounter-ending.</p><p></p><p><span style="color: #0000ff"><strong>Rune Shield (PHB3):</strong></span> This is a very defensive-based path, almost comically so. In 4e, being an aggressive leader is generally better than being a defensive leader, but the fun part of a Runepriest with this path is that you can do both, since this won't diminish the effectiveness of your nice aggressive powers (even if you choose the destruction riders). The new rune state it gives you lets you grant adjacent allies a +2 typeless bonus to all defenses at 11, and a +4 at 16. That's a big enough buff that it almost outweighs the risks of clumping up (that is, the fact that bursts become much deadlier). Unfortunately, the rune state ends when you move, so you have to keep using powers to keep reapplying it if you're not locked into a single spot. The AP feature gives even more defenses to your allies, though this one is a power bonus. The level 11 power makes a zone that gives bonuses to attack rolls or (you guessed it) AC, the level 12 power lets you draw a sustainable line in the sand that enemies will have a hard time breaching, and the level 20 lets you finally mark and punish for an encounter, since you're obviously angling to be a defender.</p><p></p><p><span style="color: #33cccc"><strong>Enlightened Word (D404):</strong></span> This path works to greatly increase both your mobility and that of your party. The new rune state lets nearby allies shift when they hit enemies, and you can end the rune state as a minor action to fly your speed. Being able to fly your speed as a minor action nearly at-will is a huge boon to the otherwise rather sluggish Runepriest (who is, after all, stuck in melee with heavy armor and no other native mobility-boosters). At 16, this flight sees you as insubstantial and phasing, which is downright ripe for abuse out of combat. The AP feature isn't especially impressive, just giving some temporary HP to an ally, but it does let you use an ally as the source of an attack if you need to. The level 11 power gives you a nice burst attack with some interesting targeting, though unfortunately the bonus to damage it grants doesn't stack with Rune of Mending. The level 12 power is rather weak, taking a standard action to offer some surgeless healing and some saving throws, but it's there in an emergency. The level 20 power is quite strong, offering a cocktail of effects that include save-ends stun, forced basic attacks (including, possibly, a ranged basic attack, which will provoke!), and a typed-damage buff to your Runepriest at-wills. In sum, the path offers a great pile of mobility-based benefits, and the attack powers fill niches you might not otherwise have. It's hard to go wrong with this one.</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Other Paragon Paths:</strong></span></p><p></p><p>Losing a new rune state is kind of hard, but it's not like destruction and protection are useless. If you're willing to look outside the Runepriest class itself, there are plenty of other options out there.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><span style="color: #33cccc"><strong>Gatekeeper of the Golden Palace (D387) (req. following Erathis):</strong></span></p><p><span style="color: #33cccc"></span>You're here pretty much for one reason: the level 16 feature. You become a no-action fountain of saving throws. It does encourage a little bit of clumping, so you're going to want to invest in ways of increasing allied defenses (or just make sure your team plays smart), but still, the ability to grant so many saving throws is huge. The AP feature is unremarkable in a vacuum, but it can be delightful in the right party. (If you happen to be a Sidhe Lord, you can do some weird stuff funneling action points to anyone who needs them, but that's not necessary for it to be fun.) You'll want to Reserve Maneuver out the level 11 attack after level 16, since the power bonus doesn't stack with the power bonus from Rune of Mending, so your only solid benefit is adding damage keywords. The level 12 power is pretty solid, and the level 20 power is acceptable, if not great. If you have Mark of Healing or another way of granting saving throws, this path becomes slightly less shiny, but honestly, the no-action nature of your save granting is pretty darn sweet.</p><p></p><p><strong>Morninglord (FRPG) (req. following Amaunator):</strong> As a divine character, you qualify for this with minimal effort. This PP should be familiar to you by now, since it's the premier way to sling around radiant vulnerability. That said, it's not actually that good for you. You have a few powers that are naturally radiant, but not actually that many, and you have exceedingly few multitarget attacks that will let you really spread the love. If you have an easy way to tack radiant damage onto your attacks and your party is into typed damage shenanigans, it's still a solid pick, but it's not a slam dunk for you the way it is for, say, a Cleric or an Invoker. That said, if you do choose this path, you'll probably want to be a Defiant Word, just so that you have access to the feat Defiant Light. You're very likely to want to use Reserve Maneuver on the level 11 power, but that's hardly unique to this path.</p><p></p><p><span style="color: #0000ff"><strong>Luckbringer of Tymora (D365) (req. Cleric):</strong></span> This path is tricky for you to utilize properly (you have to MC Cleric and maintain both an attack-grade WIS and an attack-grade implement . . . all of these are possible, but they are nontrivial investments in some cases), but oh man, it's worth it. An encounter reroll (no questions asked) and the ability to make allied attacks not miss are nice in themselves, but the two (yes, two) encounter attacks are the awesome parts. Divine Tilt throws around gigantic numerical buffs and debuffs for a round, as is your wont, and Inauspicious Vulnerability throws around typed damage vulnerability (save ends) in a large, friendly burst on an encounter basis. You won't have the CHA to supercharge the vulnerability, but you shouldn't have to. Even the effects of these attacks are decent, if you don't have an attack-grade WIS and implement. Do note that thanks to bizarre wording, you only have to hit one enemy with Divine Tilt for all enemies in the burst to be affected, which is neat. If it weren't so tricky to get your to-hit up to par for this path, it'd be sky blue, so if you DO have an attack-grade WIS and would be willing to invest in an implement, I'd strongly consider this.</p><p></p><p><span style="color: #0000ff"><strong>Tactical Warpriest (PHB1) (req. Cleric):</strong></span> No aspect of this path is overwhelmingly awesome, but many aspects of it are good fun. Insulation from nat 1s, a bonus to AC, and some passable extra damage when you AP (even if it doesn't stack with Rune of Mending) make level 11 a lot of fun, and the level 11 power is a decent way to target a burst (friendly, for a change!) and spread some healing. Some Runepriests like to pretend to be defenders, and the level 16 feature is one of the best ways to get a reliable mark-and-punish mechanism. The level 12 power is too unreliable to be amazing, but it'll be fun when it works. The level 20 power isn't especially leadery, but it's not shameful. This path is worth looking at for quite a few builds.</p><p></p><p><span style="color: #0000ff"><strong>Freedom Fighter (D390) (req. Escaped Slave or Warlord):</strong></span> In the Utility section, I mentioned that Runepriests are good at boosting allied skill checks, especially in skill challenges. This path reinforces that, since dropping Aid Another down to a move action means that, in many skill challenges, you'll be able to both make a normal check and use Aid Another every round, which is nice. The level 16 feature helps with some important skill checks, and a party boost to initiative is far from unwelcome. The AP feature is amazing if your GM likes soldiers and/or grabby things, but even without that, granting an extra basic attack when you AP is solid for any leader. The two attack powers are relatively defendery, which can be useful, and I just love the level 12 power. This is a pretty solid path overall, and it's downright great if you have a lot of skill challenges.</p><p></p><p><span style="color: #0000ff"><strong>Caravan Master (DSCS) (req. Dune Trader theme):</strong></span></p><p><span style="color: #0000ff"></span>This is another path that offers a nice package of benefits without coalescing around a single defining feature. A no-questions-asked bonus to speed is useful on the mobility-strapped Runepriest, and the fact that you get to share it with your friends is certainly not going to be wasted. The AP feature isn't bad, granting a nice bonus to defenses and actually letting you grant a saving throw. The encounter power is very nice, granting two party members shifts and basic attacks (and turning them into roadblocks). The utility power and the level 16 feature aren't standouts, but they'll come in handy now and again. The daily power is actually pretty nice, either providing a party-wide GTFO card or providing an effective triple-tap against an enemy. Since Dune Trader is actually a pretty good theme anyway, this is a reasonably solid path if you don't have anything specific in mind.</p><p></p><p><span style="color: #0000ff"><strong>Adroit Explorer (PHB2) (req. human):</strong></span> Humans make pretty OK Runepriests, and this path is good for pretty much any non-power-point-using human. You are no exception. An extra shot of your favorite encounter power, an extra AP every day, a massive attack buff after you get bloodied, a no-action “no, I did NOT fail that saving throw” power on an encounter basis . . . what's not to love?</p><p></p><p><span style="color: #ff0000"><strong>Sivis Truenamer (EPG) (req. Mark of Scribing, fluency in Supernal):</strong></span> Why bring up a red path that doesn't really seem to fit? Well, I mention this only because I remain convinced that the Runepriest <em>is</em> the Truenamer. Unfortunately, this path has nothing to do with Runepriests, and you will only get the most minor benefits from it. You shouldn't have the INT or CHA to use the powers, which is a shame, because they're pretty nice. The AP feature actually isn't bad; if you took the feat Divine Channeler, it's one of the only ways to recharge Channel Divinity, which has some neat possibilities. I'm sure someone could come up with a fun build that uses Channel Divinity here, but it'd be niche as hell. Still, it's interesting. True Word Healing, the level 16 feature, is actually pretty neat as well, since it makes your healing much broader in scope. In a low-op group (or in a mid-op group if you pull out all the stops elsewhere), I think you could actually play this path to some decent advantage, but that doesn't mean I can actually in good faith recommend it. It's just, well, interesting, not to mention thematic as hell.</p><p></p><p><span style="color: #33cccc"><strong>Captain of Fortune (MP2) (req. Warlord):</strong></span> That encounter power is pretty much defining, no two ways about it. It's a hell of a leader power, though you must be careful to remember that it doesn't affect close or area attacks. Still, know thy party, and it's a winner. The rest of the path is acceptable; the level 11 feature adds a tiny bit of damage to your attacks on average (it makes the average on a d8 4.875 instead of 4.5, for instance), but not enough to matter much. The AP feature is unremarkable, though the ability to spend two per encounter is tempting. The daily power is also pretty darn nice, especially since it's not save-ends, so most monsters won't be able to just shed it. Warlord is a pretty natural and painless multiclass for you, so this is a strong contender for your path just for that encounter power alone.</p><p></p><p><span style="color: #993366"><strong>Divine Oracle (PHB1) (req. Cleric):</strong></span> This is a much-beloved PP for Wizards, but it's got its uses on you as well. Initiative is important, so a free double roll is nice. The AP feature can help with mobility, or you can just use it to squeeze an extra minor action into a turn. In the right party, Prophecy of Doom is downright terrifying, though you'll have to carefully consider your party to determine if it's going to consistently be the best use of your standard action. Good Omens is costly (a standard action is rough), but when you need it to work, it's there for you. The level 16 feature is kind of disappointing on you, since relatively few Runepriest powers attack Will; that said, there are a few that do, so if you like them, it's worth considering. The fact that this path is so situational for you prevents it from rising above a purple rating, but there you have it.</p><p></p><p><span style="color: #993366"><strong>Ghallanda Sanctuary Guardian (EPG) (req. Mark of Hospitality):</strong></span> If you feel like you're just not restoring enough missing HP, this might be a help. The level 11 feature gives you a way to grant saving throws to your allies, though since this requires a dragonmark, you're probably better off just taking Mark of Healing. If you love Mark of Hospitality for some reason, this is kinda OK (the F11, as mentioned, is nice, as is the U12), but it's hardly game-changing. Do note that making a Protective Scroll will trigger the F11, if you go that route.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709452, member: 74499"] [b]Originally posted by RayjeEliwan:[/b] [CENTER][Size=4][b]Paragon Paths:[/b][/size][/CENTER] [Size=3][b]Native Paragon Paths:[/b][/size] Most of these will give you a new rune state. The way this works is that you first pick the destruction or protection rider as usual, and then you choose between that rune state and your PP-granted rune state. For example, an Enlightened Word could use Rune of Mending in destruction mode, getting the destruction rider, then enter the Rune State of the Cloud Step instead of the Rune State of Destruction. [b]Show[/b] [sblock] [b]Hammer of Vengeance (PHB3):[/b] This path is about pretending to be a striker. As long as you keep using Runepriest powers and your allies keep focusing fire, you're pretty much guaranteed to get an extra MBA (with a bonus to hit and damage after 16) every single round. You may recall that an extra MBA a round was enough to turn pre-nerf Kulkor Arms Master into, well, pre-nerf Kulkor Arms Master, so if you're looking to add a strikery flair to your Runepriest, look no farther. The AP feature is mostly forgettable, dealing minor retaliatory damage when enemies successfully damage your allies. The level 11 power is passable, but it conflicts with your use of Bloody Vengeance, so it's not especially great. The level 12 power also conflicts with your use of Bloody Vengeance, but it's a pretty nice bonus, particularly if your ally is a multiattacker. The level 20 power is utterly forgettable, but oh well. The path has some CON-based features, but they're not critical if you want your WIS-based Runepriest to be strikery too. That said, the reason I didn't rate this path higher is because it really does nothing to make you a better [i]leader[/i]. [b][COLOR=#993366]Light Bringer (PHB3):[/COLOR][/b] I want so badly to like this path. It's very cool. It's just not very [i]good[/i]. Your new rune state starts out denying enemies the benefit of concealment and eventually prevents allies from being blinded. Unfortunately, concealment and blindness aren't common enough in most campaigns to really be worth spending your whole PP on them. If your GM absolutely adores both concealment and blindness, this is for you, but I think you can do better. The AP feature is nice and leadery, granting an action to your ally instead of yourself. The level 11 attack blinds in a limited area, which is nice to have on tap. The level 12 power is a pretty nice daily heal in a burst. The level 20 power is, well, an awful lot like a lot of Runepriest daily powers . . . not bad, but nothing special. [b]Master of the Forge (PHB3):[/b] This is the only native Runepriest path that doesn't grant you a new rune state. I consider this a bit of a flaw, though what it gives you in exchange isn't awful. It's remarkably focused on boosting weapons and weapon attacks, so it might not be good in every party. The level 11 feature gives you or an ally (hint: most weapon-using allies will get more swings than you do) a small but constant bonus to weapon damage rolls, and the level 16 feature gives you or an ally a small but constant bonus to AC with heavy armor. The AP feature spreads out more damage bonuses, though it's frustrating in that it only applies to weapon damage. The level 11 power throws out some decent bonuses, again showing a bias for weapon attacks and heavy armor. The level 12 power is perhaps the path's defining feature, passing out a rather noticeable bonus to AC at-will. It's only touch range, and it's a minor action, but in the right party, it's pretty nice. It works very well with Mark of Warding, I will add. The level 20 power isn't bad and can make a melee nova better, but it's not likely to be encounter-ending. [COLOR=#0000ff][b]Rune Shield (PHB3):[/b][/COLOR] This is a very defensive-based path, almost comically so. In 4e, being an aggressive leader is generally better than being a defensive leader, but the fun part of a Runepriest with this path is that you can do both, since this won't diminish the effectiveness of your nice aggressive powers (even if you choose the destruction riders). The new rune state it gives you lets you grant adjacent allies a +2 typeless bonus to all defenses at 11, and a +4 at 16. That's a big enough buff that it almost outweighs the risks of clumping up (that is, the fact that bursts become much deadlier). Unfortunately, the rune state ends when you move, so you have to keep using powers to keep reapplying it if you're not locked into a single spot. The AP feature gives even more defenses to your allies, though this one is a power bonus. The level 11 power makes a zone that gives bonuses to attack rolls or (you guessed it) AC, the level 12 power lets you draw a sustainable line in the sand that enemies will have a hard time breaching, and the level 20 lets you finally mark and punish for an encounter, since you're obviously angling to be a defender. [COLOR=#33cccc][b]Enlightened Word (D404):[/b][/COLOR] This path works to greatly increase both your mobility and that of your party. The new rune state lets nearby allies shift when they hit enemies, and you can end the rune state as a minor action to fly your speed. Being able to fly your speed as a minor action nearly at-will is a huge boon to the otherwise rather sluggish Runepriest (who is, after all, stuck in melee with heavy armor and no other native mobility-boosters). At 16, this flight sees you as insubstantial and phasing, which is downright ripe for abuse out of combat. The AP feature isn't especially impressive, just giving some temporary HP to an ally, but it does let you use an ally as the source of an attack if you need to. The level 11 power gives you a nice burst attack with some interesting targeting, though unfortunately the bonus to damage it grants doesn't stack with Rune of Mending. The level 12 power is rather weak, taking a standard action to offer some surgeless healing and some saving throws, but it's there in an emergency. The level 20 power is quite strong, offering a cocktail of effects that include save-ends stun, forced basic attacks (including, possibly, a ranged basic attack, which will provoke!), and a typed-damage buff to your Runepriest at-wills. In sum, the path offers a great pile of mobility-based benefits, and the attack powers fill niches you might not otherwise have. It's hard to go wrong with this one. [/sblock] [Size=3][b]Other Paragon Paths:[/b][/size] Losing a new rune state is kind of hard, but it's not like destruction and protection are useless. If you're willing to look outside the Runepriest class itself, there are plenty of other options out there. [b]Show[/b] [sblock] [COLOR=#33cccc][b]Gatekeeper of the Golden Palace (D387) (req. following Erathis):[/b] [/COLOR]You're here pretty much for one reason: the level 16 feature. You become a no-action fountain of saving throws. It does encourage a little bit of clumping, so you're going to want to invest in ways of increasing allied defenses (or just make sure your team plays smart), but still, the ability to grant so many saving throws is huge. The AP feature is unremarkable in a vacuum, but it can be delightful in the right party. (If you happen to be a Sidhe Lord, you can do some weird stuff funneling action points to anyone who needs them, but that's not necessary for it to be fun.) You'll want to Reserve Maneuver out the level 11 attack after level 16, since the power bonus doesn't stack with the power bonus from Rune of Mending, so your only solid benefit is adding damage keywords. The level 12 power is pretty solid, and the level 20 power is acceptable, if not great. If you have Mark of Healing or another way of granting saving throws, this path becomes slightly less shiny, but honestly, the no-action nature of your save granting is pretty darn sweet. [b]Morninglord (FRPG) (req. following Amaunator):[/b] As a divine character, you qualify for this with minimal effort. This PP should be familiar to you by now, since it's the premier way to sling around radiant vulnerability. That said, it's not actually that good for you. You have a few powers that are naturally radiant, but not actually that many, and you have exceedingly few multitarget attacks that will let you really spread the love. If you have an easy way to tack radiant damage onto your attacks and your party is into typed damage shenanigans, it's still a solid pick, but it's not a slam dunk for you the way it is for, say, a Cleric or an Invoker. That said, if you do choose this path, you'll probably want to be a Defiant Word, just so that you have access to the feat Defiant Light. You're very likely to want to use Reserve Maneuver on the level 11 power, but that's hardly unique to this path. [COLOR=#0000ff][b]Luckbringer of Tymora (D365) (req. Cleric):[/b][/COLOR] This path is tricky for you to utilize properly (you have to MC Cleric and maintain both an attack-grade WIS and an attack-grade implement . . . all of these are possible, but they are nontrivial investments in some cases), but oh man, it's worth it. An encounter reroll (no questions asked) and the ability to make allied attacks not miss are nice in themselves, but the two (yes, two) encounter attacks are the awesome parts. Divine Tilt throws around gigantic numerical buffs and debuffs for a round, as is your wont, and Inauspicious Vulnerability throws around typed damage vulnerability (save ends) in a large, friendly burst on an encounter basis. You won't have the CHA to supercharge the vulnerability, but you shouldn't have to. Even the effects of these attacks are decent, if you don't have an attack-grade WIS and implement. Do note that thanks to bizarre wording, you only have to hit one enemy with Divine Tilt for all enemies in the burst to be affected, which is neat. If it weren't so tricky to get your to-hit up to par for this path, it'd be sky blue, so if you DO have an attack-grade WIS and would be willing to invest in an implement, I'd strongly consider this. [COLOR=#0000ff][b]Tactical Warpriest (PHB1) (req. Cleric):[/b][/COLOR] No aspect of this path is overwhelmingly awesome, but many aspects of it are good fun. Insulation from nat 1s, a bonus to AC, and some passable extra damage when you AP (even if it doesn't stack with Rune of Mending) make level 11 a lot of fun, and the level 11 power is a decent way to target a burst (friendly, for a change!) and spread some healing. Some Runepriests like to pretend to be defenders, and the level 16 feature is one of the best ways to get a reliable mark-and-punish mechanism. The level 12 power is too unreliable to be amazing, but it'll be fun when it works. The level 20 power isn't especially leadery, but it's not shameful. This path is worth looking at for quite a few builds. [COLOR=#0000ff][b]Freedom Fighter (D390) (req. Escaped Slave or Warlord):[/b][/COLOR] In the Utility section, I mentioned that Runepriests are good at boosting allied skill checks, especially in skill challenges. This path reinforces that, since dropping Aid Another down to a move action means that, in many skill challenges, you'll be able to both make a normal check and use Aid Another every round, which is nice. The level 16 feature helps with some important skill checks, and a party boost to initiative is far from unwelcome. The AP feature is amazing if your GM likes soldiers and/or grabby things, but even without that, granting an extra basic attack when you AP is solid for any leader. The two attack powers are relatively defendery, which can be useful, and I just love the level 12 power. This is a pretty solid path overall, and it's downright great if you have a lot of skill challenges. [COLOR=#0000ff][b]Caravan Master (DSCS) (req. Dune Trader theme):[/b] [/COLOR]This is another path that offers a nice package of benefits without coalescing around a single defining feature. A no-questions-asked bonus to speed is useful on the mobility-strapped Runepriest, and the fact that you get to share it with your friends is certainly not going to be wasted. The AP feature isn't bad, granting a nice bonus to defenses and actually letting you grant a saving throw. The encounter power is very nice, granting two party members shifts and basic attacks (and turning them into roadblocks). The utility power and the level 16 feature aren't standouts, but they'll come in handy now and again. The daily power is actually pretty nice, either providing a party-wide GTFO card or providing an effective triple-tap against an enemy. Since Dune Trader is actually a pretty good theme anyway, this is a reasonably solid path if you don't have anything specific in mind. [COLOR=#0000ff][b]Adroit Explorer (PHB2) (req. human):[/b][/COLOR] Humans make pretty OK Runepriests, and this path is good for pretty much any non-power-point-using human. You are no exception. An extra shot of your favorite encounter power, an extra AP every day, a massive attack buff after you get bloodied, a no-action “no, I did NOT fail that saving throw” power on an encounter basis . . . what's not to love? [COLOR=#ff0000][b]Sivis Truenamer (EPG) (req. Mark of Scribing, fluency in Supernal):[/b][/COLOR] Why bring up a red path that doesn't really seem to fit? Well, I mention this only because I remain convinced that the Runepriest [i]is[/i] the Truenamer. Unfortunately, this path has nothing to do with Runepriests, and you will only get the most minor benefits from it. You shouldn't have the INT or CHA to use the powers, which is a shame, because they're pretty nice. The AP feature actually isn't bad; if you took the feat Divine Channeler, it's one of the only ways to recharge Channel Divinity, which has some neat possibilities. I'm sure someone could come up with a fun build that uses Channel Divinity here, but it'd be niche as hell. Still, it's interesting. True Word Healing, the level 16 feature, is actually pretty neat as well, since it makes your healing much broader in scope. In a low-op group (or in a mid-op group if you pull out all the stops elsewhere), I think you could actually play this path to some decent advantage, but that doesn't mean I can actually in good faith recommend it. It's just, well, interesting, not to mention thematic as hell. [COLOR=#33cccc][b]Captain of Fortune (MP2) (req. Warlord):[/b][/COLOR] That encounter power is pretty much defining, no two ways about it. It's a hell of a leader power, though you must be careful to remember that it doesn't affect close or area attacks. Still, know thy party, and it's a winner. The rest of the path is acceptable; the level 11 feature adds a tiny bit of damage to your attacks on average (it makes the average on a d8 4.875 instead of 4.5, for instance), but not enough to matter much. The AP feature is unremarkable, though the ability to spend two per encounter is tempting. The daily power is also pretty darn nice, especially since it's not save-ends, so most monsters won't be able to just shed it. Warlord is a pretty natural and painless multiclass for you, so this is a strong contender for your path just for that encounter power alone. [COLOR=#993366][b]Divine Oracle (PHB1) (req. Cleric):[/b][/COLOR] This is a much-beloved PP for Wizards, but it's got its uses on you as well. Initiative is important, so a free double roll is nice. The AP feature can help with mobility, or you can just use it to squeeze an extra minor action into a turn. In the right party, Prophecy of Doom is downright terrifying, though you'll have to carefully consider your party to determine if it's going to consistently be the best use of your standard action. Good Omens is costly (a standard action is rough), but when you need it to work, it's there for you. The level 16 feature is kind of disappointing on you, since relatively few Runepriest powers attack Will; that said, there are a few that do, so if you like them, it's worth considering. The fact that this path is so situational for you prevents it from rising above a purple rating, but there you have it. [COLOR=#993366][b]Ghallanda Sanctuary Guardian (EPG) (req. Mark of Hospitality):[/b][/COLOR] If you feel like you're just not restoring enough missing HP, this might be a help. The level 11 feature gives you a way to grant saving throws to your allies, though since this requires a dragonmark, you're probably better off just taking Mark of Healing. If you love Mark of Hospitality for some reason, this is kinda OK (the F11, as mentioned, is nice, as is the U12), but it's hardly game-changing. Do note that making a Protective Scroll will trigger the F11, if you go that route. [/sblock] [/QUOTE]
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That Rune Aimer: A Runepriest's Handbook (by RayjeEliwan)
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