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That Rune Aimer: A Runepriest's Handbook (by RayjeEliwan)
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<blockquote data-quote="Nibelung" data-source="post: 6709457" 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>Feats:</strong></span></p><p></p><p><em>Note: This is the section of the guide that needs the most work. Please pardon the disarray. Your constructive criticism is appreciated.</em></p><p></p><p><span style="font-size: 12px"><strong>Boring-but-effective:</strong></span></p><p></p><p>You'll want most or all of these at some point. They just add numbers, for the most part, but they're important numbers. As such, I'm not rating them like other feats, because they're not really all that optional in the long run. Some more so than others, but they're all important.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><span style="font-size: 12px"><strong>Offensive:</strong></span></p><p></p><p>You'll need some kind of expertise feat. That's just a given. Take whichever one suits your weapon of choice. Defiant Words who use their background for HP (Auspicious Birth or Born Under a Bad Sign) might want to take Superior Weapon Proficiency for a nice +3 weapon like a bastard sword or a triple-headed flail (Serene Blades do just fine with a longsword, and Wrathful Hammers will probably use their background to pick up a longsword or an alhulak, though those that want to save their background for something else will probably also want SWP). Since most of your attacks are single target and you don't have a lot of ways of making more than one swing per round (especially if you're the only leader in the party), you can probably live without a feat bonus to damage, but it's there if you want it—either Weapon Focus (if you don't have a way of getting an element on your attacks) or the appropriate damage-type-specific feat.</p><p></p><p><span style="font-size: 12px"><strong>Defensive:</strong></span></p><p></p><p>Buying heavy shield proficiency is a good idea, especially since REF will be one of your bad defenses. Improved Defenses (HotFK/L) is very important to have by Paragon or so, as is Superior Will (HotFK/L). If you have the CON to buy plate armor proficiency, it's not a terrible option, but I'd rank heavy shields to be more important. A feat bonus to saving throws is good to have, either through Resilient Focus (HotFK/L) or Focused Mind (PHB3).</p><p></p><p><span style="font-size: 12px"><strong>Initiative:</strong></span></p><p></p><p>WIS-users will want Battlewise (HotFK/L). Nearly everyone will want Improved Initiative (PHB) and Superior Initiative (PHB3) in Epic. CON builds are kind of screwed, since Improved Init is likely to be one of the only sources of initiative they get, but still, initiative matters.</p><p></p><p><span style="font-size: 12px"><strong>Speed Boosts:</strong></span></p><p></p><p>Armor Specialization (Scale) (PHB1): Few builds will have the 15 DEX this requires, but those who qualify should take this immediately. Most of us will have to make do with Heavy Armor Agility (HotFK/L), which is still not a bad option on such a mobility-starved class. Fleet-Footed serves much the same purpose, and they do stack, but it's Paragon. Dwarves should just take Quick Steps (D391) and be done. Eager Advance (HotFK/L) is group-dependent; in some groups, it'll be just what you need to get into position, and devil may care what happens once you're there. In other groups, mobility remains critical throughout the whole encounter.</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Dragonmarks:</strong></span></p><p></p><p>Not every game allows these. If you can take them, you almost certainly want Mark of Healing.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>Mark of Healing:</strong> If this is allowed, take it. Period. Saving throws are a big deal.</p><p></p><p><strong>Mark of Warding:</strong> You do throw around a lot of defense bonuses, so this can make your numbers even bigger. That said, passing up Mark of Healing is hard.</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Rune Feats:</strong></span></p><p></p><p>Rune feats get better as you take more of them, but that's a pretty big opportunity cost. I personally don't recommend taking too many of them, because for the most part, even if you've got enough to get the bonuses up there, what they do simply isn't very good. That said, let's look at them. All of them are from PHB3.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>Rune of Eloquence:</strong> You're not very likely to be trained in Bluff or Diplomacy, and you don't have the CHA to be the party face. It'd be a rare situation where this is worthwhile. If you really want to be good at talking, it's there for you, but you're starting at a disadvantage.</p><p></p><p><strong>Rune of Hope:</strong> Even with six or seven rune feats, that's not very many THP. If you're going for rune feats, this is better than nothing, but there aren't enough rune feats out there to make this worthwhile on its own merits.</p><p></p><p><strong>Rune of Vengeance:</strong> You're not likely to get more than two or three swings with this bonus up (and that's pushing it), and you can't control when it happens. Plus, if you just got bloodied, you just might have bigger problems than trying to apply a few points of bonus damage. Simply put, it's not likely to matter.</p><p></p><p><strong>Rune of Zeal:</strong> If you have a big enough bonus to notice, this is one of the better rune feats. I find that Athletics and Endurance come up reasonably often, and you very well might already be pretty good at them.</p><p></p><p><strong>Rune of Escape:</strong> This is a Paragon feat. Do your allies often use their second winds by Paragon? If so, this can conceivably be worthwhile, but it's a niche case. In your average party, I don't think it's likely to come up.</p><p></p><p><strong>Rune of Torment:</strong> I guess you could build around this, but again, even with six or seven rune feats, that's just not a very noticeable amount of damage by Paragon, especially for something so unreliable.</p><p></p><p><strong>Rune of Battle:</strong> OK, this one's cool. You might not have much in the way of crits, but if you do, this is worth taking even without other rune feats. If you do take this feat, try to invest in an increased crit range if you can.</p><p></p><p><strong>Rune of Health:</strong> This is . . . passable. That's not a lot of healing by Epic (it's what, 11 HP at the absolute max?), but it's surgeless, and it's party-wide. It could be interesting as a way of bringing subzero allies (either ones who are downed or ones who like fighting below zero because of shenanigans) up to positives, but I don't want to rely on having so many dying allies at once that I need this (instead of just, you know, targeting the ally who's down).</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Other Class Feats:</strong></span></p><p></p><p>There aren't many of these, and they're mostly pretty easy to ignore.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>Heavenly Halberdier (D404):</strong> Hmm. I can see a case in which you could build around this feat, but it'd be tricky, and probably pretty gimmicky. Reach weapons can make the rune state of destruction pretty hard to use, though they can make your other rune states conceivably easier to use. The glaive and the halberd aren't +3 weapons, though, so I gotta say, I don't love it.</p><p></p><p><strong>Scribe Sutra (D404):</strong> I have never seen a game where this would be better than just taking Ritual Caster and being done with it.</p><p></p><p><strong>Wrath of Defeat (PHB3):</strong> Don't optimize for losing. (Plus, there's a good chance that if you're getting knocked out, you won't have an immediate to use.) That said, if you get focus-fired all the time, it might come up now and again. I could totally see this on a revenant sub-zero shenanigans build, though.</p><p></p><p><strong>Defiant Light (PHB3):</strong> Radiant and necrotic resistance are fine so far as it goes, but it's kind of a shame that they don't scale. The bonus to hit against radiant-vulnerable targets could be interesting if you have a Morninglord in the party (including yourself, if applicable), but unless you do, you can probably skip it unless your GM adores undead.</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Miscellaneous Feats:</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>Ravenous Blessing (D385, req. spellscar):</strong> You're pretty sturdy already, and this adds a huge amount to your healing capabilities. Healing isn't a leader's primary job, but if you want to be even better at it, this is the quickest shortcut. It's especially good for Serene Blades (or Sensates), since they'll often have the THP to soak most of the self-damage.</p><p></p><p><strong>Swift Recovery (HotFK/L, req. Endurance):</strong> If you're milking Protective Scroll for all it's worth, this could be worse. It's also probably better than Toughness for actually increasing your own durability (and you won't make 3.5 players cringe by writing “Toughness” on your character sheet. Old habits die hard). Not a tip-top priority, but it's there.</p><p></p><p><strong>Last Legion Officer (D396):</strong> Why not add some mobility or some typeless defense boosters to Rune of Mending?</p><p></p><p><strong>Restful Healing (PHB2):</strong> Personally, I find that if I have healing powers left by the time the short rest rolls around, the encounter was easy enough that we're not going to need them that much. That said, if you really don't feel like you're stretching your party's surges the way you want to, and your GM and group are OK with you taking multiple short rests in a row, this is an option. A low-priority option, to be sure, but it's there.</p><p></p><p><strong>Wild Talent Master (DSCS):</strong> The out-of-combat benefits of this feat are fairly obvious, and they're fun as hell to roleplay. In-combat, they're less useful in general, except for one thing . . . if you like using Protective Scroll, using Object Projection is a way to make sure that your scrolls get to the right party members. A minor action cost in combat and a feat cost on your build makes this nontrivial, but if your group roleplays at all between combat, this has enough of a benefit in combat to make it possibly worth taking.</p><p></p><p><strong>Skill Power:</strong> Runepriest utilities are cool enough that it's hard to give them up, but spending a feat for one of these is darn tempting, and a lot better than spending a power for the privilege. In-class, Grit and Spittle, Deliverance of Faith, or Warp in the Weave are good for CON builds who can spare the surges; Mighty Sprint, Insightful Warning, Incredible Stride, and Enter the Crucible are good for nearly everyone; and Insightful Riposte is pretty much king of the heap (all together now: if you don't hit, you don't matter). For non-class skills, Agile Recovery keeps you standing, Natural Terrain Understanding is very leadery, and Stall Tactics is effectively like another dose of Rune of Meritorious Alacrity.</p><p></p><p><strong>Superior Armor Proficiency: Ringmail (MME):</strong> Most Runepriests won't want this, but it's integral to a very specific combo. If a Serene Blade take this feat, they can combine the Shield of Fellowship with Shared Valor Armor (<em>not </em>Armor of Shared Valor, thank you WotC naming team) to set up an interesting chain reaction whenever your Artistry (or anything else) gives you temporary hit points. Shared Valor Arnor is usually only for leather or chain, but since you can put chain enhancements on ringmail, this can work. If you're not using this specific combo, look elsewhere.</p><p></p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Multiclassing:</strong></span></p><p></p><p>Multiclassing in 4e is pretty much a matter of when, not if, since there are so many benefits to pull out of it. That said, there's plenty of options to choose from.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>Fighter:</strong> Fighters get all the best toys. Seriously. The feat support is phenomenal if you build for it. Their powers aren't likely to make you a better leader, but if you want to pretend to be a defender for a while, you could do worse than taking Battle Awareness, the Guardian theme, and maybe power-swapping for another interrupt power. If you like using hammers despite their inaccuracy, Anvil of Doom is a stun, and while that's not a leader power, it's pretty hard to ignore. Fighter PPs mostly make you tougher or more damaging rather than a more capable leader, but Dreadnought can be pretty interesting if you get focus-fired a lot. Glorious Myrmidon will get you a pretty nice speed boost overall, but you can probably do better.</p><p></p><p><strong>Warlord:</strong> They're often considered the best leaders in the game, and for good reason. Since they, like you, like STR-based melee weapon attacks, you can poach a lot from them with relatively little hassle. My favorite entry feats are Bravura Leader and Resourceful Leader, but honestly, you might even get away with taking both. I generally wince at spending feats to power-swap dailies (I like my feats to matter more than once a day, don't you?), but if you want some great dailies, Warlord ones will definitely make you not miss Runepriest ones, at least not before 19 or so. In the PP department, Captain of Fortune is good times, Pack Master has a downright silly encounter power, Knight Commander is nice just because Honor and Glory stacks with your rune state of destruction, and Freedom Fighter actually offers a pretty solid pack of benefits.</p><p></p><p><strong>Cleric:</strong> You don't need BCL (whether you consider that shenanigans or not), so the entry feats aren't likely to give you much other than holy symbol proficiency, but it can still be a worthwhile investment. Most Cleric feats are very specific about only affecting Cleric powers, but the real fun comes from their PP options. Tactical Warpriest is a fun pile of little bonuses that culminates in some fun semi-defender shenanigans, Divine Oracle is very powerful even if you don't have more than 2 or 3 powers that can use the level 16 feature, Battle Chaplain has a nice AP feature and some other minor perks, and Luckbringer of Tymora is simply fantastic for WIS-users who are willing to invest in implements. You technically can power-swap, but I have yet to find a Runepriest-friendly Cleric power that's so much better than a Runepriest power that I'd pay two feats for the privilege of using it instead. (MAYBE Valorous Charge, but that's level 27. Hardly a general case.)</p><p></p><p><strong>Bard:</strong> Bard is an unusual choice, since investing in CHA is not a high priority for most Runepriests. That said, Bards have some great power swaps, both in terms of stat-free encounter powers like Prescient Warning and Echoing Weapon, and in terms of utility powers, like Climactic Chord or Haste. You won't likely get much use out of their PPs, but their power-swaps might be tempting. Proficiency with wands can also open up some doors, mostly in non-combat scenarios.</p><p></p><p><strong>Avenger:</strong> The benefit for you is the same as the benefit for everyone else: Oath of Enmity for one round per encounter is really, really nice. Holy symbol proficiency is gravy (and it does open up Devout Protector Expertise), but not why you're here. I wouldn't recommend taking any power-swaps or PPs, but if you're WIS-based and want some accuracy, it's a heck of an option.</p><p></p><p><strong>Paladin:</strong> As with the Bard, the necessary investment in CHA makes this a bit unusual and definitely not for everyone, but there are still some tricks to be had here. Squire of Righteousness gives you a defender aura, which can be fun on, say, a Rune Shield or other wannabe-defender, even if you can't properly punish. Warding Shield is good if you like throwing around defensive bonuses.</p><p></p><p><strong>Monk:</strong> This is a surprisingly good MC for you, if you can afford shoving 13 DEX in your build somewhere. Flurry of Blows 1/enc can actually add quite a bit of utility . . . Eternal Tide is probably the best for general purposes, but Centered Breath definitely has its uses, and Iron Soul can be good for reinforcing off-defender status (it's delightful with Iron Redoubt). Don't worry too much about the stats matching; it's good if they do, but the utility effects are more useful. Fluid Motion is a good feat for increasing your speed, and Quicksilver Motion is a grade-A power swap for you. Ki focus proficiency doesn't do much for you, but it's not like it'll hurt to have a cheap Rain of Hammers or Elusive Action ki focus handy. If you're really struggling with mobility, Monk is a pretty good choice. Also, it does open up Master of Moments in Epic, if you really need that sort of thing.</p><p></p><p>[/sblock]</p><p style="text-align: center"><span style="font-size: 15px"><strong>Epic Destinies:</strong></span></p><p></p><p>Note: I don't feel especially comfortable placing these in a specific ranking, so I'm going to hold off on color-coding these for now.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>Rune Maker (PHB3):</strong> This is your only native ED, and it's passable. Changing your rune state as a minor action isn't amazing, simply because you tend to be pretty strapped for actions at all, but once level 24 hits, it's totally worthwhile. Note that you have to be IN a rune state to change it as a minor, so if your rune state ends (as many of the rune states granted by PPs do under certain conditions), you'll have to use a power normally to put it back up. Overall, it's not bad. I wouldn't call it an automatic pick, but it's not shameful. Thankfully, most of the good stuff kicks in at 21 and 24, so you don't have to wait forever to really feel like your ED matters.</p><p></p><p><strong>Demigod/Chosen (PHB/DP):</strong> These are effectively the same thing. They're not bad (in fact, they're quite good), but they're not likely to change the way you play. If you can't think of anything better, go ahead, but I personally prefer things to be a little more game-changing.</p><p></p><p><strong>Destined Scion/Indomitable Champion (HotFK/HotFL):</strong> I'll be honest: I hate how boring these are. That said, they give you some darn nice numbers, and I certainly can't argue anything to the contrary. Much like Demigod and Chosen, I'd be lying if I said they weren't strong, but they're so boring that I'd personally never take them.</p><p></p><p><strong>Dispossessed Champion (EPG):</strong> Shift optimization does not come at all naturally to a Runepriest, it's true. That said, if you DO somehow find yourself often shifting a lot (perhaps through some choice utility power-swaps, through a racial ability, through an unusual PP, or just through an item like the Sandals of Avandra), it's some fun party mobility. The other features aren't bad for a leader, especially the utility power. No stat boosts, and you do want to make yourself shiftier to make it shine, but it's not bad.</p><p></p><p><strong>Harper of Legend (D367):</strong> You'll have to get the skill training from your MC or your background, since only Insight is on your list, but that's not especially hard. An extra encounter power is never bad (especially since it scales), extra action points are a winning proposition, and the utility power is nice when you need it. No stat bumps, though.</p><p></p><p><strong>Planeshaper (D372):</strong> The INT boost is likely to be totally wasted, but an extra use of, say, Rune of the Astral Phalanx (or even a utility power, if you've got one you can't live without) is definitely not going to go amiss. The capstone is also pretty sweet.</p><p></p><p><strong>Saint (DP):</strong> If you feel light on healing or save granting, this will help. No ability score bumps hurts a bit, but pretty much everything else is solid.</p><p></p><p><strong>Eternal Seeker (PHB):</strong> This is as good for you as it is for everyone else. You don't lack for good in-class powers by Epic, but there's always something you could snag that would just be perfect. It's hard to go wrong with this one.</p><p></p><p><strong>Reincarnate Champion (PrP, req. any primal MC):</strong> Counting as another race opens up so many doors that it's hard to think of them all. You can be happy just snagging fun racial powers, or you can open up some bizarre feat combos that are sure to be neat. This requires a primal MC, which isn't likely to be a huge boon for you, but it's a good destiny nonetheless.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709457, member: 74499"] [b]Originally posted by RayjeEliwan:[/b] [CENTER][Size=4][b]Feats:[/b][/size][/CENTER] [i]Note: This is the section of the guide that needs the most work. Please pardon the disarray. Your constructive criticism is appreciated.[/i] [Size=3][b]Boring-but-effective:[/b][/size] You'll want most or all of these at some point. They just add numbers, for the most part, but they're important numbers. As such, I'm not rating them like other feats, because they're not really all that optional in the long run. Some more so than others, but they're all important. [b]Show[/b] [sblock] [Size=3][b]Offensive:[/b][/size] You'll need some kind of expertise feat. That's just a given. Take whichever one suits your weapon of choice. Defiant Words who use their background for HP (Auspicious Birth or Born Under a Bad Sign) might want to take Superior Weapon Proficiency for a nice +3 weapon like a bastard sword or a triple-headed flail (Serene Blades do just fine with a longsword, and Wrathful Hammers will probably use their background to pick up a longsword or an alhulak, though those that want to save their background for something else will probably also want SWP). Since most of your attacks are single target and you don't have a lot of ways of making more than one swing per round (especially if you're the only leader in the party), you can probably live without a feat bonus to damage, but it's there if you want it—either Weapon Focus (if you don't have a way of getting an element on your attacks) or the appropriate damage-type-specific feat. [Size=3][b]Defensive:[/b][/size] Buying heavy shield proficiency is a good idea, especially since REF will be one of your bad defenses. Improved Defenses (HotFK/L) is very important to have by Paragon or so, as is Superior Will (HotFK/L). If you have the CON to buy plate armor proficiency, it's not a terrible option, but I'd rank heavy shields to be more important. A feat bonus to saving throws is good to have, either through Resilient Focus (HotFK/L) or Focused Mind (PHB3). [Size=3][b]Initiative:[/b][/size] WIS-users will want Battlewise (HotFK/L). Nearly everyone will want Improved Initiative (PHB) and Superior Initiative (PHB3) in Epic. CON builds are kind of screwed, since Improved Init is likely to be one of the only sources of initiative they get, but still, initiative matters. [Size=3][b]Speed Boosts:[/b][/size] Armor Specialization (Scale) (PHB1): Few builds will have the 15 DEX this requires, but those who qualify should take this immediately. Most of us will have to make do with Heavy Armor Agility (HotFK/L), which is still not a bad option on such a mobility-starved class. Fleet-Footed serves much the same purpose, and they do stack, but it's Paragon. Dwarves should just take Quick Steps (D391) and be done. Eager Advance (HotFK/L) is group-dependent; in some groups, it'll be just what you need to get into position, and devil may care what happens once you're there. In other groups, mobility remains critical throughout the whole encounter. [/sblock] [Size=3][b]Dragonmarks:[/b][/size] Not every game allows these. If you can take them, you almost certainly want Mark of Healing. [b]Show[/b] [sblock] [b]Mark of Healing:[/b] If this is allowed, take it. Period. Saving throws are a big deal. [b]Mark of Warding:[/b] You do throw around a lot of defense bonuses, so this can make your numbers even bigger. That said, passing up Mark of Healing is hard. [/sblock] [Size=3][b]Rune Feats:[/b][/size] Rune feats get better as you take more of them, but that's a pretty big opportunity cost. I personally don't recommend taking too many of them, because for the most part, even if you've got enough to get the bonuses up there, what they do simply isn't very good. That said, let's look at them. All of them are from PHB3. [b]Show[/b] [sblock] [b]Rune of Eloquence:[/b] You're not very likely to be trained in Bluff or Diplomacy, and you don't have the CHA to be the party face. It'd be a rare situation where this is worthwhile. If you really want to be good at talking, it's there for you, but you're starting at a disadvantage. [b]Rune of Hope:[/b] Even with six or seven rune feats, that's not very many THP. If you're going for rune feats, this is better than nothing, but there aren't enough rune feats out there to make this worthwhile on its own merits. [b]Rune of Vengeance:[/b] You're not likely to get more than two or three swings with this bonus up (and that's pushing it), and you can't control when it happens. Plus, if you just got bloodied, you just might have bigger problems than trying to apply a few points of bonus damage. Simply put, it's not likely to matter. [b]Rune of Zeal:[/b] If you have a big enough bonus to notice, this is one of the better rune feats. I find that Athletics and Endurance come up reasonably often, and you very well might already be pretty good at them. [b]Rune of Escape:[/b] This is a Paragon feat. Do your allies often use their second winds by Paragon? If so, this can conceivably be worthwhile, but it's a niche case. In your average party, I don't think it's likely to come up. [b]Rune of Torment:[/b] I guess you could build around this, but again, even with six or seven rune feats, that's just not a very noticeable amount of damage by Paragon, especially for something so unreliable. [b]Rune of Battle:[/b] OK, this one's cool. You might not have much in the way of crits, but if you do, this is worth taking even without other rune feats. If you do take this feat, try to invest in an increased crit range if you can. [b]Rune of Health:[/b] This is . . . passable. That's not a lot of healing by Epic (it's what, 11 HP at the absolute max?), but it's surgeless, and it's party-wide. It could be interesting as a way of bringing subzero allies (either ones who are downed or ones who like fighting below zero because of shenanigans) up to positives, but I don't want to rely on having so many dying allies at once that I need this (instead of just, you know, targeting the ally who's down). [/sblock] [Size=3][b]Other Class Feats:[/b][/size] There aren't many of these, and they're mostly pretty easy to ignore. [b]Show[/b] [sblock] [b]Heavenly Halberdier (D404):[/b] Hmm. I can see a case in which you could build around this feat, but it'd be tricky, and probably pretty gimmicky. Reach weapons can make the rune state of destruction pretty hard to use, though they can make your other rune states conceivably easier to use. The glaive and the halberd aren't +3 weapons, though, so I gotta say, I don't love it. [b]Scribe Sutra (D404):[/b] I have never seen a game where this would be better than just taking Ritual Caster and being done with it. [b]Wrath of Defeat (PHB3):[/b] Don't optimize for losing. (Plus, there's a good chance that if you're getting knocked out, you won't have an immediate to use.) That said, if you get focus-fired all the time, it might come up now and again. I could totally see this on a revenant sub-zero shenanigans build, though. [b]Defiant Light (PHB3):[/b] Radiant and necrotic resistance are fine so far as it goes, but it's kind of a shame that they don't scale. The bonus to hit against radiant-vulnerable targets could be interesting if you have a Morninglord in the party (including yourself, if applicable), but unless you do, you can probably skip it unless your GM adores undead. [/sblock] [Size=3][b]Miscellaneous Feats:[/b][/size] [b]Show[/b] [sblock] [b]Ravenous Blessing (D385, req. spellscar):[/b] You're pretty sturdy already, and this adds a huge amount to your healing capabilities. Healing isn't a leader's primary job, but if you want to be even better at it, this is the quickest shortcut. It's especially good for Serene Blades (or Sensates), since they'll often have the THP to soak most of the self-damage. [b]Swift Recovery (HotFK/L, req. Endurance):[/b] If you're milking Protective Scroll for all it's worth, this could be worse. It's also probably better than Toughness for actually increasing your own durability (and you won't make 3.5 players cringe by writing “Toughness” on your character sheet. Old habits die hard). Not a tip-top priority, but it's there. [b]Last Legion Officer (D396):[/b] Why not add some mobility or some typeless defense boosters to Rune of Mending? [b]Restful Healing (PHB2):[/b] Personally, I find that if I have healing powers left by the time the short rest rolls around, the encounter was easy enough that we're not going to need them that much. That said, if you really don't feel like you're stretching your party's surges the way you want to, and your GM and group are OK with you taking multiple short rests in a row, this is an option. A low-priority option, to be sure, but it's there. [b]Wild Talent Master (DSCS):[/b] The out-of-combat benefits of this feat are fairly obvious, and they're fun as hell to roleplay. In-combat, they're less useful in general, except for one thing . . . if you like using Protective Scroll, using Object Projection is a way to make sure that your scrolls get to the right party members. A minor action cost in combat and a feat cost on your build makes this nontrivial, but if your group roleplays at all between combat, this has enough of a benefit in combat to make it possibly worth taking. [b]Skill Power:[/b] Runepriest utilities are cool enough that it's hard to give them up, but spending a feat for one of these is darn tempting, and a lot better than spending a power for the privilege. In-class, Grit and Spittle, Deliverance of Faith, or Warp in the Weave are good for CON builds who can spare the surges; Mighty Sprint, Insightful Warning, Incredible Stride, and Enter the Crucible are good for nearly everyone; and Insightful Riposte is pretty much king of the heap (all together now: if you don't hit, you don't matter). For non-class skills, Agile Recovery keeps you standing, Natural Terrain Understanding is very leadery, and Stall Tactics is effectively like another dose of Rune of Meritorious Alacrity. [b]Superior Armor Proficiency: Ringmail (MME):[/b] Most Runepriests won't want this, but it's integral to a very specific combo. If a Serene Blade take this feat, they can combine the Shield of Fellowship with Shared Valor Armor ([i]not [/i]Armor of Shared Valor, thank you WotC naming team) to set up an interesting chain reaction whenever your Artistry (or anything else) gives you temporary hit points. Shared Valor Arnor is usually only for leather or chain, but since you can put chain enhancements on ringmail, this can work. If you're not using this specific combo, look elsewhere. [/sblock] [CENTER][Size=4][b]Multiclassing:[/b][/size][/CENTER] Multiclassing in 4e is pretty much a matter of when, not if, since there are so many benefits to pull out of it. That said, there's plenty of options to choose from. [b]Show[/b] [sblock] [b]Fighter:[/b] Fighters get all the best toys. Seriously. The feat support is phenomenal if you build for it. Their powers aren't likely to make you a better leader, but if you want to pretend to be a defender for a while, you could do worse than taking Battle Awareness, the Guardian theme, and maybe power-swapping for another interrupt power. If you like using hammers despite their inaccuracy, Anvil of Doom is a stun, and while that's not a leader power, it's pretty hard to ignore. Fighter PPs mostly make you tougher or more damaging rather than a more capable leader, but Dreadnought can be pretty interesting if you get focus-fired a lot. Glorious Myrmidon will get you a pretty nice speed boost overall, but you can probably do better. [b]Warlord:[/b] They're often considered the best leaders in the game, and for good reason. Since they, like you, like STR-based melee weapon attacks, you can poach a lot from them with relatively little hassle. My favorite entry feats are Bravura Leader and Resourceful Leader, but honestly, you might even get away with taking both. I generally wince at spending feats to power-swap dailies (I like my feats to matter more than once a day, don't you?), but if you want some great dailies, Warlord ones will definitely make you not miss Runepriest ones, at least not before 19 or so. In the PP department, Captain of Fortune is good times, Pack Master has a downright silly encounter power, Knight Commander is nice just because Honor and Glory stacks with your rune state of destruction, and Freedom Fighter actually offers a pretty solid pack of benefits. [b]Cleric:[/b] You don't need BCL (whether you consider that shenanigans or not), so the entry feats aren't likely to give you much other than holy symbol proficiency, but it can still be a worthwhile investment. Most Cleric feats are very specific about only affecting Cleric powers, but the real fun comes from their PP options. Tactical Warpriest is a fun pile of little bonuses that culminates in some fun semi-defender shenanigans, Divine Oracle is very powerful even if you don't have more than 2 or 3 powers that can use the level 16 feature, Battle Chaplain has a nice AP feature and some other minor perks, and Luckbringer of Tymora is simply fantastic for WIS-users who are willing to invest in implements. You technically can power-swap, but I have yet to find a Runepriest-friendly Cleric power that's so much better than a Runepriest power that I'd pay two feats for the privilege of using it instead. (MAYBE Valorous Charge, but that's level 27. Hardly a general case.) [b]Bard:[/b] Bard is an unusual choice, since investing in CHA is not a high priority for most Runepriests. That said, Bards have some great power swaps, both in terms of stat-free encounter powers like Prescient Warning and Echoing Weapon, and in terms of utility powers, like Climactic Chord or Haste. You won't likely get much use out of their PPs, but their power-swaps might be tempting. Proficiency with wands can also open up some doors, mostly in non-combat scenarios. [b]Avenger:[/b] The benefit for you is the same as the benefit for everyone else: Oath of Enmity for one round per encounter is really, really nice. Holy symbol proficiency is gravy (and it does open up Devout Protector Expertise), but not why you're here. I wouldn't recommend taking any power-swaps or PPs, but if you're WIS-based and want some accuracy, it's a heck of an option. [b]Paladin:[/b] As with the Bard, the necessary investment in CHA makes this a bit unusual and definitely not for everyone, but there are still some tricks to be had here. Squire of Righteousness gives you a defender aura, which can be fun on, say, a Rune Shield or other wannabe-defender, even if you can't properly punish. Warding Shield is good if you like throwing around defensive bonuses. [b]Monk:[/b] This is a surprisingly good MC for you, if you can afford shoving 13 DEX in your build somewhere. Flurry of Blows 1/enc can actually add quite a bit of utility . . . Eternal Tide is probably the best for general purposes, but Centered Breath definitely has its uses, and Iron Soul can be good for reinforcing off-defender status (it's delightful with Iron Redoubt). Don't worry too much about the stats matching; it's good if they do, but the utility effects are more useful. Fluid Motion is a good feat for increasing your speed, and Quicksilver Motion is a grade-A power swap for you. Ki focus proficiency doesn't do much for you, but it's not like it'll hurt to have a cheap Rain of Hammers or Elusive Action ki focus handy. If you're really struggling with mobility, Monk is a pretty good choice. Also, it does open up Master of Moments in Epic, if you really need that sort of thing. [/sblock] [CENTER][Size=4][b]Epic Destinies:[/b][/size][/CENTER] Note: I don't feel especially comfortable placing these in a specific ranking, so I'm going to hold off on color-coding these for now. [b]Show[/b] [sblock] [b]Rune Maker (PHB3):[/b] This is your only native ED, and it's passable. Changing your rune state as a minor action isn't amazing, simply because you tend to be pretty strapped for actions at all, but once level 24 hits, it's totally worthwhile. Note that you have to be IN a rune state to change it as a minor, so if your rune state ends (as many of the rune states granted by PPs do under certain conditions), you'll have to use a power normally to put it back up. Overall, it's not bad. I wouldn't call it an automatic pick, but it's not shameful. Thankfully, most of the good stuff kicks in at 21 and 24, so you don't have to wait forever to really feel like your ED matters. [b]Demigod/Chosen (PHB/DP):[/b] These are effectively the same thing. They're not bad (in fact, they're quite good), but they're not likely to change the way you play. If you can't think of anything better, go ahead, but I personally prefer things to be a little more game-changing. [b]Destined Scion/Indomitable Champion (HotFK/HotFL):[/b] I'll be honest: I hate how boring these are. That said, they give you some darn nice numbers, and I certainly can't argue anything to the contrary. Much like Demigod and Chosen, I'd be lying if I said they weren't strong, but they're so boring that I'd personally never take them. [b]Dispossessed Champion (EPG):[/b] Shift optimization does not come at all naturally to a Runepriest, it's true. That said, if you DO somehow find yourself often shifting a lot (perhaps through some choice utility power-swaps, through a racial ability, through an unusual PP, or just through an item like the Sandals of Avandra), it's some fun party mobility. The other features aren't bad for a leader, especially the utility power. No stat boosts, and you do want to make yourself shiftier to make it shine, but it's not bad. [b]Harper of Legend (D367):[/b] You'll have to get the skill training from your MC or your background, since only Insight is on your list, but that's not especially hard. An extra encounter power is never bad (especially since it scales), extra action points are a winning proposition, and the utility power is nice when you need it. No stat bumps, though. [b]Planeshaper (D372):[/b] The INT boost is likely to be totally wasted, but an extra use of, say, Rune of the Astral Phalanx (or even a utility power, if you've got one you can't live without) is definitely not going to go amiss. The capstone is also pretty sweet. [b]Saint (DP):[/b] If you feel light on healing or save granting, this will help. No ability score bumps hurts a bit, but pretty much everything else is solid. [b]Eternal Seeker (PHB):[/b] This is as good for you as it is for everyone else. You don't lack for good in-class powers by Epic, but there's always something you could snag that would just be perfect. It's hard to go wrong with this one. [b]Reincarnate Champion (PrP, req. any primal MC):[/b] Counting as another race opens up so many doors that it's hard to think of them all. You can be happy just snagging fun racial powers, or you can open up some bizarre feat combos that are sure to be neat. This requires a primal MC, which isn't likely to be a huge boon for you, but it's a good destiny nonetheless. [/sblock] [/QUOTE]
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That Rune Aimer: A Runepriest's Handbook (by RayjeEliwan)
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