Suggest me a Dilletante power

Klaus

First Post
Concept: tomb raider/archaeologist.

Race: Half-Elf

Class: Rogue

Abilities favored: Dexterity, Intelligence, Charisma

Weapon favored: daggers, lots and lots of daggers.

Feats planned: Student of Battle (multiclass Warlord, for training in History and for Inspiring Word) and Jack-of-All-Trades

With an eye towards multi-functionality, what at-will-turned-encounter power should be chosen for the Dilletante ability?
 

log in or register to remove this ad

Disclaimer: Saying all this from memory.

Some possibilities to consider....

Eyebite (warlock fey). Keyed off of Charisma, and makes you insivible to a target until start of next turn. good for getting away if you're in a bad spot or for setting up sneak attack if used and then action point for another action.

lightning lure (swordmage). keyed off Int. and pulls a target next to you. good for setting up flanking.

eldritch blast (warlock). keyed off charisma. it's just better range and more damage than you could do with a dagger

commanders strike (warlord). give an ally a free attack, bonus with your int.

cloud of dagers (wizard). true, i wouldn't take this one for diversity. but for the thematics to go with your otherwise preferred weapon choice

thunderwave (wizard). i know this depends a little on your wisdom. but even if you dn't have a wisdom bonus, this still does _blast_ damage. And I don't think rogues or warlords have any (many?) multi-target damaging powers.


If your main criteria is versatility, probably thunderwave for it's blast area effect.
 

The character seems blatantly non-magical, "powered" by skill and knowledge. I'd say that if you don't choose something that is Martial in power source, you should try to choose something your DM will let you re-flavor as non-magical. Say, for instance, you took Spiteful Glamor from the Warlock and changed the flavor so that what you're doing is using the character's knowledge of superstitions and cultures to shock the enemy by invoking forbidden names or enacting social taboos and insults, rather than using some arcane power that doesn't really fit the theme.

I'd personally go with a positional martial power, however, such as the Ranger's Nimble Strike or Hit and Run. Something that reflects the tomb raider's penchant for getting in and out of trouble. It would have good synergy with your rogue tactics.
 

Remember that the Dilettante feature does not give you the ability to use implements with the power you choose, so as you progress you'll either a) fall significantly behind in attack bonus or b) need to take the relevant multiclass feat to gain access to implement use if you choose a power with the Implement keyword. Since you want to multiclass to Warlord, any Implement power is going to be a bad choice for you.

I'll second Hit and Run or Nimble Strike as good choices, largely depending on whether you prefer melee or ranged attacks.
 

The character seems blatantly non-magical, "powered" by skill and knowledge. I'd say that if you don't choose something that is Martial in power source, you should try to choose something your DM will let you re-flavor as non-magical.

If you want to do that, go ahead, but I don't think it's necessary. I mean, what part of magic isn't powered by skill and knowledge? Besides, I think "I did a job for a guy who turned out to be the Faerie Queen" isn't so out of place. Or maybe "A long time ago, I thought I wanted to be a wizard. I only ever managed to learn one spell. So I nicked the headmaster's orb, pawned it, and got the hell out of Greyhawk City." How about "One day, out of the blue, my mother started teaching me this spell. As soon as I mastered it, she hugged me tight and left. I haven't seen her since."
 


Any ranged ranger power works off DEX, Twin Strike can be melee (STR) or ranged (DEX) and works with daggers either way. Two chances to hit improves your shot at getting in SA damage.

Outside of the Ranger & Rogue, PH martial powers are STR based, so probably not the greatest for you. Warlord powers could work, though. Commander's Strike is based soley on INT, which is one of your good stats (which doesn't help a rogue the way it did in 3e, BTW, indeed INT is arguably a flat-out dump stat for the Rogue), and Wolf Pack Tactics doesn't have to hit to grant it's shift (and, the shift is before you attack, so you can set up a flank for yourself that way). Niether of those are terrible dramatic, though.

Eyebite is pretty good for a rogue, it renders you invisble to the target, so you can stealth away or make an SA next round. Sure, you don't get an implement bonus, but it's vs will, which tends to be most monsters' lowest defense.

Wizard at-wills are pretty darn good, three have an area (OK cloud of daggers is a one-square area, but, it can still ignore cover or concealment, and it's auto-damage can do a little something if you have a positive WIS mod), one of those pushes (again, if you have the WIS), and another slows the target. But, none are vs will and the lack of implement enhancement will tell eventually.

Swordmage weapon-keyword at wills are an option, they work with light blades, so you can use your dagger.
 


Well, the paladin has charisma-based weapon attacks, but I doubt either of those would be impressive ... without an ability to mark or much wisdom.
 

Twin Strike would be my choice for that character. It fits the concept, and can key off dex for thrown daggers. If you had better strength, I would have suggested Wolfpack Tactics.
 

Remove ads

Top