Sorcerer + weapon properties

fireinthedust

Explorer
So I've got a sorcerer in the works for a local living FR game. He's going to use Daggers, and I'm aiming for the Daggermaster prestige class (for the win!)


Sorcerous Blade Channeling/Reaper's touch: these feats let me use ranged spells as melee attacks/basic attacks.

Dagger is a Sorcerer implement.

If I have a vicious Dagger, and I get a critical hit with one of my powers, in melee, I get to use the bonus damage from the dagger on top of the spell, right? Same as if I was playing a martial daggermaster (rogue), right?

Basically, the goal is to have him sneak attack/spell hack various big guys like he was a rogue, and slide around avoiding melee hits.

Keep in mind this is for RPGA play (which I've never done before) and I want to keep all my hens in a row. If there are errata about this, I'd love to know.

Thanks in advance
 

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It seems to me that the dagger functions simply as any other implement would for a warlock. The benefit is that you can make melee basic attacks with it. Otherwise I could see a whole lotta brokenness down the line.
 

Sorcerous Blade Channeling/Reaper's touch: these feats let me use ranged spells as melee attacks/basic attacks.

Yes.


If I have a vicious Dagger, and I get a critical hit with one of my powers, in melee, I get to use the bonus damage from the dagger on top of the spell, right?

You don't even have be in melee. It's an implement for you. You add the extra crit dice no matter how you scored a crit.
 


However, the 18-20 crit range from the Daggermaster Paragon path only applies to weapon attacks with the dagger, not implement attacks. At least according to WOTC CustServ.
 

However, the 18-20 crit range from the Daggermaster Paragon path only applies to weapon attacks with the dagger, not implement attacks. At least according to WOTC CustServ.

And I hope they clarify that ASAP in the FAQ or in a rulebook. The whole weapon/implement thing needs to be clarified.
 

I think all the dagger implement lets you do is make basic melee attacks with your implement.

I have no rules or quotes to back this up it just seems that all other options would be vastly less powerful if you could attach rogue paragon paths/feats/sneak attack to warlock powers.
 

I think all the dagger implement lets you do is make basic melee attacks with your implement.

I have no rules or quotes to back this up it just seems that all other options would be vastly less powerful if you could attach rogue paragon paths/feats/sneak attack to warlock powers.

How so? I don't really see a big difference between the dice that a rogue will maximise and the dice that a sorceror will (sure the sorceror avoids the 1d4 [w], but he doesn't have sneak attack to pile on except for 1/fight).
 

The 4e FAQ (PHB question 17) states that when using a magic weapon as an implement you get the benefits listed under Enhancement, Critical and Property. Now that may simply be for what they had at that time, the Holy Avenger and Pact Dagger, but it could reasonably be extended to the new possibilities for purposes of consistency.
 

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