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Half-elf dilettante power
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<blockquote data-quote="rhm001" data-source="post: 4299659" data-attributes="member: 48494"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="rhm001, post: 4299659, member: 48494"] 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? [/QUOTE]
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