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<blockquote data-quote="Neonchameleon" data-source="post: 5871667" data-attributes="member: 87792"><p>Stealth got errata'd from the PHB1 version. <a href="http://polyhedral.wordpress.com/2009/01/26/rogues-sneaky-buggers-or-i-never-knew-hiding-was-so-complicated/" target="_blank">Here's a quick summary for the updated version.</a> You hide when no one has a line of sight to you and from there can move where people have a poor line of sight while staying hidden. Attacking causes you to become unhidden.</p><p></p><p>PHB multiclassing is fairly basic. You use feats to take on some aspects of the class you are multiclassing to and can then qualify for feats only your multiclass class can take (although your powers remain restricted to your original class). Just treat it as feats for a taste of another class (the cleric multiclass feat gives you a free trained skill and 1/day you can heal in the way clerics can 2/encounter - it's a useful trick to have in reserve). Hybrids are in the PHB 3 - ignore them.</p><p></p><p>Archer rangers are seriously nice and are easy to play - you just turn the air black with arrows. Twin strike is your friend. As is Disruptive Shot as an encounter power at level 3 to turn a bad guy hit into a miss (and any other interrupt attacks you can make). An archer ranger with stealth trained is as good at stealth as any but the very best rogues and thieves (assuming the same race and dexterity- dex being the main stat for both archers and rogues/thieves).</p><p></p><p>Paragon Paths - when you hit level 11 you get to pick a paragon path you qualify for (in addition to your class). As you get to the right levels you gain its powers. Epic destinies are the same (but L21).</p><p></p><p>And honestly, when it comes to optimising your usefulness, 4e is balanced enough that as long as you keep your primary stat high you will be useful to the party just by picking a concept the rules support and building to that.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5871667, member: 87792"] Stealth got errata'd from the PHB1 version. [url=http://polyhedral.wordpress.com/2009/01/26/rogues-sneaky-buggers-or-i-never-knew-hiding-was-so-complicated/]Here's a quick summary for the updated version.[/url] You hide when no one has a line of sight to you and from there can move where people have a poor line of sight while staying hidden. Attacking causes you to become unhidden. PHB multiclassing is fairly basic. You use feats to take on some aspects of the class you are multiclassing to and can then qualify for feats only your multiclass class can take (although your powers remain restricted to your original class). Just treat it as feats for a taste of another class (the cleric multiclass feat gives you a free trained skill and 1/day you can heal in the way clerics can 2/encounter - it's a useful trick to have in reserve). Hybrids are in the PHB 3 - ignore them. Archer rangers are seriously nice and are easy to play - you just turn the air black with arrows. Twin strike is your friend. As is Disruptive Shot as an encounter power at level 3 to turn a bad guy hit into a miss (and any other interrupt attacks you can make). An archer ranger with stealth trained is as good at stealth as any but the very best rogues and thieves (assuming the same race and dexterity- dex being the main stat for both archers and rogues/thieves). Paragon Paths - when you hit level 11 you get to pick a paragon path you qualify for (in addition to your class). As you get to the right levels you gain its powers. Epic destinies are the same (but L21). And honestly, when it comes to optimising your usefulness, 4e is balanced enough that as long as you keep your primary stat high you will be useful to the party just by picking a concept the rules support and building to that. [/QUOTE]
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