Melee Sorcerer advice

My question is what about the properties of magical implements? Do those properties imply that ANY character wielding them and using an implement keyword power gain an implement bonus?

Actually the relevant text seems to be the phrase "from that class" in the general description of each type of magical implement, so I will have to agree, you simply cannot use any (existing) implement to enhance a power gained through a different class. Probably even if the two classes share the same implement. The moral of the story would thus seem to be that any attempt to mix implement powers of different classes in a single character is pretty much doomed to gimphood.
 

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I think you are reading too much into this rule IMHO.

And I think you're really stretching to try and read something that's not there.

The rule says that "Class X can add implement bonus for (whatever its implements are) to its powers" to paraphrase. That does NOT exclude the general case that an implement can add its enhancement to an implement power.

Ignoring the fact that that leads nonsensical situations (e.g. a cleric multi warlock using a holy symbol to channel infernal powers?), by that logic any class can use any implement they want with no restrictions at all. This also makes the 'implement' section of all implement-using classes redundant, as well as the multiclass feats' abilities allowing you to use that class's implements.

So no, I don't see anything explicitly disallowing it (yet, but continue reading the post), but it is very, very strongly implied.

Thus I don't actually see a rule that says a Wizard cannot add an implement bonus if he's using an implement power of a different class.

I'll grant you that the class entries and the PHB both only imply that you must use a matching implement with an implement power, rather than explicitly state that. However, the PHB 2 does explicitly state it.

PHB2 said:
Implement
Implements are items wielded by certain characters to channel their powers. Your class description or a feat tells you which implements you can wield, if any. To use the powers and the properties of a magic implement, you must be able to wield that implement.

The implement keyword identifies a power that can be used through an implement, and the implement must be a type wielded by the power’s class. You can use implement powers without an implement, and wielding a nonmagical implement confers no benefit. If you wield a magic implement, you can add its enhancement bonus to the attack rolls and the damage rolls of implement powers you use through it (Chapter 3 contains various magic implements, as does Chapter 7 in the Player’s Handbook).

(emphasis mine)

Really, I don't see why this is such a big issue. The designers' intent seemed pretty clear to me, I'm amazed people are having such a hard time with such a simple, obvious rule.
 

I have to concur. This is further clarified in several places, among others under magic orbs in the PH1:

PH1 said:
If you are a member of a class that can use an orb as an implement, you can apply the enhancement bonus of an orb to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword...

Emphasis mine.

Of course, you can always ignore this rule as one of oh-so-many rules that impair multiclassing.
 


The ability to use daggers as implements seems to me to be there for aesthetic reasons and allow for melee basic attacks.

Stretching its meaning to this degree essentially means there are combinations out there that severely outclass all other implement options.
 

Are you committed to Half Elf for Fluff reasons? If not, there are stronger racial choices for a melee Sorcerer w/ Rogue Multiclass.

Halfling and Drow get +1 Dex, which translates into +1 AC, Reflex and Initiative and -1 Fortitude. Both have useful racial abilities and racial feats too.

Human also has advantages over Half Elf. Minor benefits are +1 Reflex & Will and an additional skill. In addition you get a third At Will power which is likely to be nearly as useful as a Dilettante power. For example, you can take At Wills that target Will, Reflex and Fortitude and do three different damage types. On top of this you get a bonus feat. Half Elf is strong for builds that take advantage of Twin Strike and Versatile Master to get an At Will multi-attack, but otherwise Human is likely a stronger choice.
 

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