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Half-elf dilettante power

d12

First Post
So which at-wills function best for the half-elf's dilettante power? For the sake of discussion, let's assume we're looking to build a half-elf of each class. I like Twin Strike for a Rogue.
 

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In general, look for things which use your primary stat. As a paladin, I picked Sacred Fire from the Cleric to get a ranged Charisma attack which still uses your holy symbol as an implement.
 

Hejdun said:
In general, look for things which use your primary stat. As a paladin, I picked Sacred Fire from the Cleric to get a ranged Charisma attack which still uses your holy symbol as an implement.

And the save or hit points for an ally are a nice bonus, too. I also think twin strike is nice for anyone; with a rogue, if you're brawny you should have decent strength, while if you're a trickster (more likely for a half elf), you can toss daggers at people.

Other good candidates: Hit and Run (Ranger): Good for a Warlord or brawny rogue to let them move around, whether to set someone up with a flanking, or to help someone else with another creature.

Holy Strike (Paladin): Best for a Fighter, who will have a decent Wisdom; may also be useful for a strength-based Cleric, if s/he has the right powers. In the latter case, you'll likely want to swap to it at a higher level.

Tide of Iron (Fighter): Good for a Paladin or Warlord, as they are likely carrying a shield, and both are likely to have an interest in moving enemies around the battlefield.

Reaping Strike (Fighter): Good for Paladin, Warlord, brawny Rogue, strength-based Cleric, and possibly TWF ranger, primarily as a fall back for something with a high AC. Maybe not the most preferable, but certainly not bad.

Hellish Rebuke (Warlock): Nice for a strength-based Cleric, Fighter, Paladin, TWF Ranger, Warlord, maybe a brawny Rogue; anyone likely to be upfront. The target takes damage if you do; it doesn't have to be from the target, so hit something, and then walk up to something else; especially if there's something that has reach. It'll probably get an OA against you, so you might as well make it hurt itself or a friend. I think this is preferable to Dire Radiance, since, if you close with something, it can't really move toward you, and if you close with something else, there's no guarantee it moves toward you.

Furious Smash (Warlord): Good for a Paladin or a brawny Rogue or strength cleric with a good charisma; not a lot of damage, but that's not really the point, and it's versus Fortitude, so should be more likely to hit, depending on the enemy.

Thunderwave: Not bad for a Paladin or Cleric, since you should have decent Wisdom, and a nice fallback if your ranged Cleric gets swarmed. But this really shines for the Fighter, since you likely have a decent Wisdom, too. Some may argue for Scorching Burst, but defenders will be up front, so the range won't be as important and, in the case of the Fighter, you're marking all those monsters when you push them, just like the Scorching Blast.

I realize I didn't mention the Wizard; honestly, there's nothing I really love for them. If you take a decent Wisdom for the spell side effects and the Orb power, I'd go with Sacred Flame or Lance of Faith to help out friends from the backfield, where you should be anyway. Commander's Strike uses Intelligence, but you have to get up in melee range, where you really don't want to be. Twin Strike might be OK if you have a good Dexterity and foresee yourself wanting to throw magic daggers, but that would be something to swap in once you had those daggers, as a magic missile will be as good as daggers until then. Maybe someone else has a good idea?
 


rhm001 said:
I realize I didn't mention the Wizard; honestly, there's nothing I really love for them.... Maybe someone else has a good idea?

I'm thinking a half-elf wizard (or warlock) could take Commander's Strike (warlord power). Though there is some debate (another thread) about whether you can use this at range or not.
 

Here are a few interesting ones.

Fighter - Valiant Strike, the fighter is surrounded by enemies most of the time, so every battle, there will be a good time to use this. Dire Radiance and Hellish Rebuke are also both quite good for Fighters as a range attack that doesn't require them to switch weapons.

Paladin (charisma build) - Eyebite, it's nice to toss paladin's challenge on an enemy, and then turn invisible to them.

Rogue (charisma build) - Eyebite. Follow it up with an action point, or beg the warlord for an extra attack.

Rogue (strength build) - Wolfpack Tactics. Gives you that flank when you otherwise may not be able to get it.

Wizard - Commander's Strike, when you run out of encounter powers, there is always someone in the party who can do more damage than you, especially when they are adding your int bonus to their damage. Especially handy when an annoying skirmisher is chasing you around.
 

Well its not really an debate, because wotc_miko already clarified things on the power, you and youre ally must be adjacent against an enemy for the power to work...
 

Divine Challenge + Eyebite + Action Point + Action Surge + Radiant Delerium = excellent lockdown for your 1st level half-elf Paladin. Put that charisma bonus to good use!

A Warlock with a good Intelligence can snatch both Wizard AoE at-wills at 1st level and be a decent secondary controller for when the minions start coming thick and fast. EDIT: Not to mention that, using a wand, you can get the enhancement bonus for both your Warlock and multiclass powers with a single magic item.
 


Before the errata, I thought Lay on Hands was the best Dilletante power, if you had a decent Wis score (so, for Fighters, Clerics and Wizards). Or Wizard cantrips for anyone else. Now it's errata'd to be an attack power, though, so I'm less sure of things.
 

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