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==Half-Elf== ===Half-Elf Emissary=== Restricted to [[half-elf]] bards, this path works a lot with making an advantage out of every situation. ''Skilled Speech'' makes for a powerful start by making Group Diplomacy grant Cha as a bonus to all Cha-based skills. ''Valorous Action'' boosts all defenses by +2 when an AP is spent on a new attack while also recharging the Dilettante power and ''Heal the Besieged'' boosts the heals for any outnumbered foes by giving +1d6 bonus HP per adjacent enemy to the ally. Emissary's Onslaught makes for a softening hit by granting a bonus to hit a single target (though this bonus is tied to Con) with further benefits when outnumbered. Emissary's Gambit is just a boost that's best for either massive battles or to deter early flops as it boosts an ally's attack or save roll based on how many allies and enemies are around. Army of the Emissary is another attack built upon a coordinated hit, as all allies gain a boost to their next attack equal to how many allies are in the AoE. While all bards would be down for the boosts provided, they do require that everyone be within range for any of them to be of the best use, while the two weapon attacks pretty much sell that the best Bards for the job are the Valor bards, with Cunning and Skald being behind them in use. ===Half-Elf Polymath=== Restricted to [[half-elf|half-elves]] who make a lot of use from their dilettante ability. For starters, ''Dabbler's Action'' grants a free move whenever an AP is spent on the Dilettante power and ''Well-Rounded'' grants training in two skills, which boosts their utility. ''Broad Dilettante'' pushes it even further by granting the polymath a new at-will from any class that isn't the base class. ''Practiced Dilettante'' is pretty much a slap-on booster to the Dilettante power by adding 2[W] or 2d8 more damage, ''Skill Dabbler'' gives training in one skill for the encounter, and ''Infinite Reflections'' brings this to a head by permitting the copying of any ally's at-will power, though this depends on the party comp. While there's not much to go wrong with a free at-will and some new skills to work with, this class truly excels whenever the team itself is built around it. This means knowing which at-wills focus on which stats and figuring out how to compensate for a mismatch (or absence thereof) of implement proficiencies. ===Soaring Rake=== Restricted to [[half-elf]] warlocks with the fey pact, whether main class or multiclassed, and training in Acrobatics. Rather than any sort of trickery, this class focuses on high-flying swashbuckling and less on magical powers. For starters, ''Fear No Heights'' boosts Acrobatics while also halving all falling damage and ''Soaring Action'' grants a turn-long Fly Speed whenever an AP is spent. ''Soaring'' Combatant is the only offensive feature here, and all that does is make non-flying or poor-flying enemies easier to hit. For attacks, there's Soaring Strike, which is a basic swoop-and-strike with a flying speed. Flight Burst provides an at-will fly speed, and Soaring Fellowship is a sustainable group flight plan with some damage tacked on. With such a specific criteria for availability, it's pretty obvious that the ones who would want this are those Warlocks who make extensive use of pact blades (or Hexblades), as the two attacks at your disposal are both implement and weapon attacks.
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