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Half-Elf Dilettante feature

Endwyn

First Post
Hi,

Let me apologize, I'm used to D&D, but new to 4e.

1) If a half-elf uses twin strike with at-will ranged spells, how does that attack and damage resolve?

2) Does that spell need to be a "ranged basic attack"?

3) If you take the "Religious Dabbler" feat (divine book) and the "Versatile Master" feat (PH2), how do the two feats interact?

Thanks!
 

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Hi,

Let me apologize, I'm used to D&D, but new to 4e.

Welcome to ENWorld, no need to apologize, and welcome to 4e.

1) If a half-elf uses twin strike with at-will ranged spells, how does that attack and damage resolve?

Twin Strike is a Martial, Weapon power. The descriptor shows Melee or Ranged Weapon. You can't use it with spells.

2) Does that spell need to be a "ranged basic attack"?

See answer to #1 above.

3) If you take the "Religious Dabbler" feat (divine book) and the "Versatile Master" feat (PH2), how do the two feats interact?

I'm not sure what your confusion is on this one. Religious Dabbler gives you an at-will divine power from a divine class other than your own as an encounter power. So you have to be from a divine class, and you get a Dilettante Power and an at-will Divine Power from another divine class. Either of those can only be used as encounter powers, and you can't use both in the same encounter.

Versatile Master converts your Dilettante power to an at-will. That still does not remove the restriction that you can use only one of the Dilettante, or the Religious Dabbler power in an encounter.


You're welcome. Hope that helps, and stick around and enjoy the boards.
 


Thanks. What would you recommend as a dilettante power for a sorcerer then?

Aw man, you got me. I'm not much into half-elfs, or sorcerors. I'm more of an elf ranger. I'll have to defer to someone that actually plays those, and can give you practical rather than theoretical advice.
 


Thanks. What would you recommend as a dilettante power for a sorcerer then?

I would suggest so yes. Twin strike can only be used with a melee or ranged weapon, not with spells though. But having an extra wizard, psion, invoker or other caster-type class power can come in very handy. It's basically a free extra encounter power, which is a nice bonus no matter which way you look at it.

Knack for Success is a lame option by comparison to some of the at-wills you can pick up.
 

Well as a sorcerer your implements are also weapons, so you actually have a nice selection of powers available. From the top of my head I would say:

Twin strike(Ranger): If you are a dagger wielder, this power is pure win for you, as a sorcerer your Dex or Str are going to be top notch. Very good.

Dark beckoning(Vampire): This is an implement power, cha based, with improved accuracy and it targets Will. While the damage isn't outstanding, it works for you if you moonlight as controller

Vicious Mockery(Bard): Implement Power, Cha based, targets will, and since it is arcane you can eventually add your bonuss damage if you play your cards right, softening a difficult enemy before dealing a killing blow could be good

Virtuous strike (Paladin): Gain a melee basic attack based on Cha, if you hit you gain bonuses to saving throws.

Spiteful Glamor (warlock): Not bad as an openning shot, you can eventually add your bonus damage.

Eldritch Strike (Warlock): Gain a melee basic attack based on Cha, since it is arcane you can eventually add your bonus damage to it

Basically you are good taking powers based on Charisma, Strength (if you are Cosmic/Draconic) Dex (storm/Wild) or Constitution (Elementalist), you are good taking either implement powers or weapon powers, just remember to pick a power that doens't contradict your character (i.e. don't take melee powers if you are artillery) Pick a power that does soemthing your at wills don't already do (if your at-wills target Fort and Ref, pick a power that targets will, not another that targets Ref). If able try to pick a power that will also benefit from your extra damage (like warlock and bard powers) or a power that increases sinergy with other members in the party (if you have a warlord as leader it will be a good idea to pick a power granting you a basic melee attack)
 

Thanks for the suggestions. I appreciate the help, this version if D&D is really foreign to me; my group never played it...it just changed way too much for us, and not in ways we appreciated. Don't hate us too much, but we were under the impression that Saga was a test run for 4th, and when it fell very short of that system we were all let down. I know a lot of people that love 4e, but it didn't have the feel or play of the D&D we remembered.

Thanks again, hopefully I'll get better adapted to 4e, but I do appreciate everyone's kind help.
 

Looks like this is pretty much covered.
Warlock (Binder) also has Eldrich Dirge, which is nice (blast 5 against 1 or 2 creatures)

Really, it is hard to build a bad character, no matter what you do. You have to actually, deliberately, go out of your way, to pick the wrong powers for your class/build and pick exactly the wrong feats.
Some builds are non-optimal. Some end up with weird restrictions. (Dwarf melee-only ranger with 2 craig-hammers is still brutal (brutal 2 in fact) in melee--just ranged sucks) Sometimes it is just a way of finding the right twist.
 

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