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No. 11921
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>>11917
>Felling Action
It does work, but the opportunity cost of what you can do yourself with an action point and whether the ally's missed power was crucial or not may affect how useful this is.
>Infernal Pincer
The high int mod makes this good. Remember that the damage bonus goes to the flanking ally as well, and if you use your standard action to Commander's Strike or otherwise grant the ally an attack, then you benefit from the feature even on your turn. There are less reasons for a warlord not to be in melee range than for a squishy wizard, especially with Staff Expertise preventing OAs from using ranged/area powers. If you ever take close burst/blast powers, then this becomes even less of an issue.
>Pliable Command
It works, as you mentioned. Also, on top of the second presence's direct benefit, this also qualifies you for feats and power effects from both Commanding Presences.
>Deceiver's Ploy
Deceiver's Ploy is just bad. If you can afford the feat, you should be switching this out with Reserve Maneuver.
>Flexible Authority
This is incredibly good, especially since it stacks with your regular Commanding Presence. Also, unlike the Tactical Presence it is based on, it allows the attack roll bonus to apply to every attack roll of the action, rather than just one. You also have a ranger in the party.
>Smite of Devil's Luck
It doesn't work on its own, but unlike Deceiver's Ploy, this power is almost certainly worth using with Bracers of Mental Might. Staff Expertise gives you the weapon feat bonus, so with the bracers, accuracy shouldn't be an issue.
Strictly considering only mechanical benefits, Infernal Strategist should overshadow most other options. Legitimate reasons to not take it may be flavor or mismatch with a character concept, but certainly not because its features don't work.
Also.
>Player's Handbook, page 200
>Ritual Caster
>Prerequisite: Trained in Arcana or Religion
>Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
>Player's Handbook, page 298
>You must meet two requirements to master a ritual. You must have the Ritual Caster feat (clerics and wizards get this feat at 1st level), and your level must equal or exceed the ritual’s level. If you meet those requirements and spend 8 hours studying a ritual, you can add it to your list of mastered rituals. As long as you have the ritual’s book handy, you can perform a mastered ritual whenever you want.
Was the assumption that the ritual caster needs Arcana training to cast arcane rituals?
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