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Variation on Themes(by MwaO)
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<blockquote data-quote="MwaO" data-source="post: 6703399" data-attributes="member: 12749"><p><strong>Striker Themes</strong></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #000000">do extra damage on a hit</span></li> <li data-xf-list-type="ul"><span style="color: #000000">have a reroll on an attack</span></li> <li data-xf-list-type="ul"><span style="color: #000000">involve skirmisher or lurker style-movement</span></li> <li data-xf-list-type="ul"><span style="color: #000000">and/or getting CA somehow</span></li> </ul><p></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong><span style="color: #0000FF">Firecrafter</span></strong></span></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><span style="color: #000000">Minor action shift, do damage with aura feature. Power bonus to attack after second winding. Weak Dark Blue.</span></span></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><span style="color: #000000"><strong><span style="color: #00CCFF">Ghost of the Past</span></strong></span></span></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><span style="color: #000000">Double rolls for one attack, skill training, double roll on that skill training, benefit on an AP attack. All awesome. Oh, hey, and how about that utility 10 that no one should ever use as intended, but rather after the 1st combat to ensure an extra AP...</span></span></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><span style="color: #000000"><strong><span style="color: #0000FF">Infernal Prince</span></strong></span></span></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><span style="color: #000000">+1 to hit with Fire Attacks is easy to exploit and so is the damage. Limited to Fire, though, and that's what really makes it Dark Blue vs. Sky Blue. Attack power works with any attack to damage one opponent and apply some light control.<span style="color: #FF0000"><strong> Red</strong></span> for LFR.</span></span></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Iron Wolf Warrior</span></strong></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><span style="color: #000000">A</span></span> combination of very solid features, melee weapon attack, and amazing no action encounter power swaps.</span></p><p><span style="color: #000000"><strong><span style="color: #00CCFF">Ironwrought</span></strong></span></p><p><span style="color: #000000">Powerful attack power that works with any melee weapon attack, then get a +1 power bonus until EoNT. And resist when bloodied? Wow. Only downside, if it could be called that, is that it doesn't give any non-combat benefits.</span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Mercenary</strong></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000">Takedown Strike is very solid, working against adjacent enemies as is the bonus to defenses when bloodied.</span></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000"><span style="color: #0000FF"><strong>Outlaw</strong></span></span></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000">Very good with Charge and Shift 1 builds, as the target often can't then attack you the next round due to being dazed. This is a weak Dark Blue. You likely want Son of Alagondar over this from a pure mechanical standpoint.</span></span></span></p><p><span style="color: #000000"><strong>Reaver</strong></span></p><p><span style="color: #000000">Good solid Theme with potential for distributed damage with its melee weapon attack power. Well, except for the BoVD issue in many campaigns, particularly <span style="color: #FF0000"><strong>LFR</strong></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Sarifal Feywarden(any fey race but Drow)</strong></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000">Sarifal's Blessing is a very powerful feature for nova attacks and/or close bursts via aura. This gets very strong <span style="color: #00CCFF"><strong>Sky Blue</strong></span> for such builds.</span></span></span></p><p><span style="color: #000000"><strong><span style="color: #00CCFF">Skulker of Vhaeraun</span></strong></span></p><p><span style="color: #000000">Drow-only and you need to do some poison optimization, but if you can pierce poison resist, say via MC'ing into Assassin, taking the feat Venom Hand Master and picking up a Spiderkissed Weapon or Mordant Weapon, you can do some serious damage with a nova. Only issue is that you might need to end up with a thrown weapon, such as Cahulaks in order to go Spiderkissed and do Twin Strike. Still, +12 damage per shot in your Nova round can leave a mark.</span></p><p><span style="color: #000000"><strong><span style="color: #00CCFF">Sohei</span></strong></span></p><p><span style="color: #000000">Sohei Flurry is a minor action melee weapon attack. Other options aren't bad and some of the swaps are very solid.</span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Son of Alagondar</strong></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000">Strong Dark Blue theme - very solid features for a stealthy type with a touch of Leader thrown in - almost a strict upgrade over Outlaw in many respects.</span></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000"><span style="color: #00CCFF"><strong>Werebear/Werewolf<strong>/<span style="color: #800080">Wererat</span></strong></strong></span></span></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000">This is almost all about the interaction between the level 10 feature and Claw Gloves. A nearly free +1d10 damage for CA is stupid awesome. The level 2 utility that allows encounter long regeneration + a little extra isn't bad either. Wererat is <span style="color: #800080"><strong>Purple</strong></span> if you're a Melee Striker, only <span style="color: #00CCFF"><strong>Sky Blue</strong></span> if you started out Small in the first place or someone who makes implement-based attacks or uses light off-hand weapons or would like to be small-sized, so to ride a |Sentinel Pet. But Rat-Blooded gives a climb speed and that+defensive bonus is what I think makes it the best for those choices. The MBA is bad, because it is +3/6/9, but those are the numbers for when you attack an NAD, not AC. Not to mention, no magical benefits from weapon/implement choice. If you're medium-sized, speed is harder to come by, so that's why I would take Werewolf slightly over Werebear. Just as a note, it is a polymorph power, so it conflicts with other polymorph powers such as Warden's forms.</span></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000"><strong><span style="color: #0000FF">Wilder(DS)</span></strong></span></span></span></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000">The reason you're here is for the expanded crit range of implement-based Psychic Surge, Enhanced Psychic Surge the feat, or Resurgent Wilder and you intend to thoroughly optimize them. Otherwise, <span style="color: #FF0000"><strong>avoid<span style="color: #000000"> - </span></strong><span style="color: #000000">though that's not a choice in<strong><span style="color: #FF0000"> LFR</span></strong></span></span></span></span></span></p><p></p><p><span style="color: #000000"><strong>Cultist</strong></span></p><p><span style="color: #000000">Attack power is reasonably effective and works with any attack, though doesn't scale very well. Better if you can ensure two attack rolls or something similar. BoVD, so <span style="color: #FF0000"><strong>Red</strong></span> for LFR</span></p><p><span style="color: #000000">Guttersnipe</span></p><p><span style="color: #000000">Solid theme with some unusual elements. Running Slash gives some Skirmisher qualities with a melee weapon.</span></p><p><span style="color: #000000"><strong>River Rat</strong></span></p><p><span style="color: #000000">Not completely horrible? Basically, you get a reliable 3w/4w/6w attack - but as your damage mod goes up, it can really hurt you if you miss. +2 to defenses when you grant CA is what gets the theme to black. Does some interesting things with multi-tap single target powers</span></p><p><span style="color: #000000"><strong>Samurai</strong></span></p><p><span style="color: #000000">Iaijutsu good for avoiding box of doom. And if you're a high init build, 18-20 crits with melee weapon attacks on round 1 can be fantastic - think Avenger or Ranger here.</span></p><p><span style="color: #000000"><strong>Spellscarred Harbinger</strong></span></p><p><span style="color: #000000">All about the Invisibilty per encounter...</span></p><p><span style="color: #000000"><strong>Spy</strong></span></p><p><span style="color: #000000">Decent move and hide power for encounter option, very solid skills.</span></p><p><span style="color: #000000"><strong>Stormraider Striker</strong></span></p><p><span style="color: #000000">Could be useful for a character who wants to charge an opponent, has boots that allow one to shift back a square, and then charge again. Boosts initiative and potentially damage if you're a very high initiative melee type, and easier access to flanking. Nothing great in the utility section though the Utility 6 is potentially decent.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Animal Master</strong></span></span></p><p><span style="color: #000000"><span style="color: #FF0000"><span style="color: #000000">Take Fey Beast Tamer</span></span></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Dead Rat Deserter(human, half-elf, or halfling)</strong></span></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000">Might be useful in the right campaign that has a lot of exploration where being a rat lets you get away with a lot. Has a bite which is likely at a very poor to-hit roll given it is usually +4 in Paragon/+6 in Epic and targets AC of all things.</span></span></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><strong><span style="color: #800080">Demon Spawn</span></strong></span></span></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000">Essentially a kind of variable resistance and an upgrade to a melee attack that is best used by single target strikers. Unfriendly OA option could be useful in weird circumstances, but likely not.</span></span></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Explorer</strong></span></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000">Could be useful in the right campaign, particularly ones that demand lots of Endurance checks for the group and timed travel.</span></span></span></p><p><span style="color: #000000"><span style="color: #800080"><strong><strong><strong>Pack Outcast</strong></strong></strong></span></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000">With update, not worth it unless you have some oddball adjacent effects. Has a bite based on your primary weapon, but not explicitly defined as being in the same group as your melee weapon...</span></span></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Uthgardt Barbarian</strong></span></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000">Thunder Stomp has some nice aspects if you want to bypass the soldier and go after the controller in the back where the soldier is too close and the controller farther than your charge speed away.</span></span></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><strong><span style="color: #FF0000">Wasteland Nomad(DS)</span></strong></span></span></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000">The weapon attack power is barely better than an at-will if you have CA. You could spend a feat to make it worth something, but why? Illegal for <strong><span style="color: #FF0000">LFR.</span></strong></span></span></span></p></blockquote><p></p>
[QUOTE="MwaO, post: 6703399, member: 12749"] [B]Striker Themes[/B] [LIST] [*][COLOR=#000000]do extra damage on a hit[/COLOR] [*][COLOR=#000000]have a reroll on an attack[/COLOR] [*][COLOR=#000000]involve skirmisher or lurker style-movement[/COLOR] [*][COLOR=#000000]and/or getting CA somehow[/COLOR] [/LIST] [COLOR=#000000][COLOR=#00CCFF][B][COLOR=#0000FF]Firecrafter[/COLOR][/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#00CCFF][COLOR=#000000]Minor action shift, do damage with aura feature. Power bonus to attack after second winding. Weak Dark Blue.[/COLOR][/COLOR] [COLOR=#00CCFF][COLOR=#000000][B][COLOR=#00CCFF]Ghost of the Past[/COLOR][/B][/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#00CCFF][COLOR=#000000]Double rolls for one attack, skill training, double roll on that skill training, benefit on an AP attack. All awesome. Oh, hey, and how about that utility 10 that no one should ever use as intended, but rather after the 1st combat to ensure an extra AP...[/COLOR][/COLOR] [COLOR=#00CCFF][COLOR=#000000][B][COLOR=#0000FF]Infernal Prince[/COLOR][/B][/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#00CCFF][COLOR=#000000]+1 to hit with Fire Attacks is easy to exploit and so is the damage. Limited to Fire, though, and that's what really makes it Dark Blue vs. Sky Blue. Attack power works with any attack to damage one opponent and apply some light control.[COLOR=#FF0000][B] Red[/B][/COLOR] for LFR.[/COLOR][/COLOR][/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Iron Wolf Warrior[/COLOR][/B][/COLOR] [COLOR=#000000][COLOR=#00CCFF][COLOR=#000000]A[/COLOR][/COLOR] combination of very solid features, melee weapon attack, and amazing no action encounter power swaps. [B][COLOR=#00CCFF]Ironwrought[/COLOR][/B][/COLOR] [COLOR=#000000]Powerful attack power that works with any melee weapon attack, then get a +1 power bonus until EoNT. And resist when bloodied? Wow. Only downside, if it could be called that, is that it doesn't give any non-combat benefits. [COLOR=#0000FF][B]Mercenary[/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#0000FF][COLOR=#000000]Takedown Strike is very solid, working against adjacent enemies as is the bonus to defenses when bloodied.[/COLOR][/COLOR] [COLOR=#0000FF][COLOR=#000000][COLOR=#0000FF][B]Outlaw[/B][/COLOR][/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#0000FF][COLOR=#000000]Very good with Charge and Shift 1 builds, as the target often can't then attack you the next round due to being dazed. This is a weak Dark Blue. You likely want Son of Alagondar over this from a pure mechanical standpoint.[/COLOR][/COLOR] [B]Reaver[/B] Good solid Theme with potential for distributed damage with its melee weapon attack power. Well, except for the BoVD issue in many campaigns, particularly [COLOR=#FF0000][B]LFR[/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Sarifal Feywarden(any fey race but Drow)[/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#0000FF][COLOR=#000000]Sarifal's Blessing is a very powerful feature for nova attacks and/or close bursts via aura. This gets very strong [COLOR=#00CCFF][B]Sky Blue[/B][/COLOR] for such builds.[/COLOR][/COLOR][/COLOR] [COLOR=#000000][B][COLOR=#00CCFF]Skulker of Vhaeraun[/COLOR][/B][/COLOR] [COLOR=#000000]Drow-only and you need to do some poison optimization, but if you can pierce poison resist, say via MC'ing into Assassin, taking the feat Venom Hand Master and picking up a Spiderkissed Weapon or Mordant Weapon, you can do some serious damage with a nova. Only issue is that you might need to end up with a thrown weapon, such as Cahulaks in order to go Spiderkissed and do Twin Strike. Still, +12 damage per shot in your Nova round can leave a mark. [B][COLOR=#00CCFF]Sohei[/COLOR][/B][/COLOR] [COLOR=#000000]Sohei Flurry is a minor action melee weapon attack. Other options aren't bad and some of the swaps are very solid. [COLOR=#0000FF][B]Son of Alagondar[/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#0000FF][COLOR=#000000]Strong Dark Blue theme - very solid features for a stealthy type with a touch of Leader thrown in - almost a strict upgrade over Outlaw in many respects.[/COLOR][/COLOR] [COLOR=#0000FF][COLOR=#000000][COLOR=#00CCFF][B]Werebear/Werewolf[B]/[COLOR=#800080]Wererat[/COLOR][/B][/B][/COLOR][/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#0000FF][COLOR=#000000]This is almost all about the interaction between the level 10 feature and Claw Gloves. A nearly free +1d10 damage for CA is stupid awesome. The level 2 utility that allows encounter long regeneration + a little extra isn't bad either. Wererat is [COLOR=#800080][B]Purple[/B][/COLOR] if you're a Melee Striker, only [COLOR=#00CCFF][B]Sky Blue[/B][/COLOR] if you started out Small in the first place or someone who makes implement-based attacks or uses light off-hand weapons or would like to be small-sized, so to ride a |Sentinel Pet. But Rat-Blooded gives a climb speed and that+defensive bonus is what I think makes it the best for those choices. The MBA is bad, because it is +3/6/9, but those are the numbers for when you attack an NAD, not AC. Not to mention, no magical benefits from weapon/implement choice. If you're medium-sized, speed is harder to come by, so that's why I would take Werewolf slightly over Werebear. Just as a note, it is a polymorph power, so it conflicts with other polymorph powers such as Warden's forms.[/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#0000FF][COLOR=#000000][B][COLOR=#0000FF]Wilder(DS)[/COLOR][/B][/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#0000FF][COLOR=#000000]The reason you're here is for the expanded crit range of implement-based Psychic Surge, Enhanced Psychic Surge the feat, or Resurgent Wilder and you intend to thoroughly optimize them. Otherwise, [COLOR=#FF0000][B]avoid[COLOR=#000000] - [/COLOR][/B][COLOR=#000000]though that's not a choice in[B][COLOR=#FF0000] LFR[/COLOR][/B][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR] [COLOR=#000000][B]Cultist[/B] Attack power is reasonably effective and works with any attack, though doesn't scale very well. Better if you can ensure two attack rolls or something similar. BoVD, so [COLOR=#FF0000][B]Red[/B][/COLOR] for LFR[/COLOR] [COLOR=#000000]Guttersnipe Solid theme with some unusual elements. Running Slash gives some Skirmisher qualities with a melee weapon. [B]River Rat[/B] Not completely horrible? Basically, you get a reliable 3w/4w/6w attack - but as your damage mod goes up, it can really hurt you if you miss. +2 to defenses when you grant CA is what gets the theme to black. Does some interesting things with multi-tap single target powers [B]Samurai[/B] Iaijutsu good for avoiding box of doom. And if you're a high init build, 18-20 crits with melee weapon attacks on round 1 can be fantastic - think Avenger or Ranger here. [B]Spellscarred Harbinger[/B] All about the Invisibilty per encounter... [B]Spy[/B] Decent move and hide power for encounter option, very solid skills. [B]Stormraider Striker[/B] Could be useful for a character who wants to charge an opponent, has boots that allow one to shift back a square, and then charge again. Boosts initiative and potentially damage if you're a very high initiative melee type, and easier access to flanking. Nothing great in the utility section though the Utility 6 is potentially decent. [COLOR=#FF0000][B]Animal Master[/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#FF0000][COLOR=#000000]Take Fey Beast Tamer[/COLOR][/COLOR] [COLOR=#800080][B]Dead Rat Deserter(human, half-elf, or halfling)[/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000]Might be useful in the right campaign that has a lot of exploration where being a rat lets you get away with a lot. Has a bite which is likely at a very poor to-hit roll given it is usually +4 in Paragon/+6 in Epic and targets AC of all things.[/COLOR][/COLOR] [COLOR=#800080][COLOR=#000000][B][COLOR=#800080]Demon Spawn[/COLOR][/B][/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000]Essentially a kind of variable resistance and an upgrade to a melee attack that is best used by single target strikers. Unfriendly OA option could be useful in weird circumstances, but likely not.[/COLOR][/COLOR] [COLOR=#800080][B]Explorer[/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000]Could be useful in the right campaign, particularly ones that demand lots of Endurance checks for the group and timed travel.[/COLOR][/COLOR] [COLOR=#800080][B][B][B]Pack Outcast[/B][/B][/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000]With update, not worth it unless you have some oddball adjacent effects. Has a bite based on your primary weapon, but not explicitly defined as being in the same group as your melee weapon...[/COLOR][/COLOR] [COLOR=#800080][B]Uthgardt Barbarian[/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000]Thunder Stomp has some nice aspects if you want to bypass the soldier and go after the controller in the back where the soldier is too close and the controller farther than your charge speed away.[/COLOR][/COLOR] [COLOR=#800080][COLOR=#000000][B][COLOR=#FF0000]Wasteland Nomad(DS)[/COLOR][/B][/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000]The weapon attack power is barely better than an at-will if you have CA. You could spend a feat to make it worth something, but why? Illegal for [B][COLOR=#FF0000]LFR.[/COLOR][/B][/COLOR][/COLOR][/COLOR] [/QUOTE]
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