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<blockquote data-quote="theNater" data-source="post: 4291620" data-attributes="member: 62560"><p>If you've got time to plan your illusions, the rituals Hallucinatory Item and Hallucinatory Creature can keep your enemies confused as to your intentions. Wizards have ready access to illusions such as Invisibility(6) and Ghost Sound(1), disguises like Disguise Self(6), and charms like Confusion(27). For more impressive charms, we turn to the warlock, particularly Curse of the Dark Delirium(29). Strike at your target's will, and you have complete control over him. Raven's Glamor(22) is a handy illusion for escape purposes, as is Eyebite(1).</p><p></p><p>Rangers are proficient with all simple and military melee and ranged weapons, and have powers that use all of them. I don't see any rules that would prevent you from fighting mounted as well as you fight on foot. Multiclassing into warlock gives you access to Entropic Ward(22), which simultaneously shrouds you in proctective armour and makes your sword strike true. A quick Otherwind Stride(3) can pull you out of a hopeless situation, at least far enough for your ranger powers to let you run.</p><p></p><p>If we reflavor the ranger's Longstrider(16) power to "the enchantments flowing through you cause you to move swiftly", magic has made your feet faster, and Master of the Hunt(22) is also easy to reflavor into a magically stronger sword arm.</p><p></p><p>That guideline is there because this is precisely the argument I <em>don't</em> want this thread to be about. I recognize that armies of persistent minions and unrestrained shapeshifting are not present. As such, I am asking that character concepts suggested here not rely on them, because they will not model well.</p></blockquote><p></p>
[QUOTE="theNater, post: 4291620, member: 62560"] If you've got time to plan your illusions, the rituals Hallucinatory Item and Hallucinatory Creature can keep your enemies confused as to your intentions. Wizards have ready access to illusions such as Invisibility(6) and Ghost Sound(1), disguises like Disguise Self(6), and charms like Confusion(27). For more impressive charms, we turn to the warlock, particularly Curse of the Dark Delirium(29). Strike at your target's will, and you have complete control over him. Raven's Glamor(22) is a handy illusion for escape purposes, as is Eyebite(1). Rangers are proficient with all simple and military melee and ranged weapons, and have powers that use all of them. I don't see any rules that would prevent you from fighting mounted as well as you fight on foot. Multiclassing into warlock gives you access to Entropic Ward(22), which simultaneously shrouds you in proctective armour and makes your sword strike true. A quick Otherwind Stride(3) can pull you out of a hopeless situation, at least far enough for your ranger powers to let you run. If we reflavor the ranger's Longstrider(16) power to "the enchantments flowing through you cause you to move swiftly", magic has made your feet faster, and Master of the Hunt(22) is also easy to reflavor into a magically stronger sword arm. That guideline is there because this is precisely the argument I [i]don't[/i] want this thread to be about. I recognize that armies of persistent minions and unrestrained shapeshifting are not present. As such, I am asking that character concepts suggested here not rely on them, because they will not model well. [/QUOTE]
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