I'm trying to choose between 3 Warlock Utility powers for my newly 2nd level Dwarven Starlock (MC Ranger):
Now, the campaign is nominally PHB1 only, but he's letting us chip away at that piecemeal, so most of our PCs' initial underpinnings are right out of that book. I'm trying to open things up a bit while staying true to my PCs concept.
I see the first one as the most utilitarian power, and its usefulness is clear. Arcane Senses has a lot of mechanical and RP potential, and Otherworldly Lore is obviously the most limited, but also the most closely linked to the PC concept.
Magnus Skyhammer
In his family tree, there are stories of oddball uncles and insane ancestors with unhealthy interest in astronomy & the Far Realms. His own personal interest was sparked when he came across a meteor in a crater, which he took home. A little cutting and polishing revealed amazing things...nickel-iron from space infused with peridot!
Researching this odd material led him to the notes of his ancestors...and their belief that such stones were created in the Far Realms, possibly as (failed) seeds of new kinds of aberrations launched into the Prime Material Plane to mutate it into something more like their plane of origin.
This theory and others he found within the ancient tomes drove him to find a new purpose in life: the destruction of Aberrations wherever he could. He would fight fire with fire...or chaos with chaos!
Now, the campaign is nominally PHB1 only, but he's letting us chip away at that piecemeal, so most of our PCs' initial underpinnings are right out of that book. I'm trying to open things up a bit while staying true to my PCs concept.
- The power under consideration from PHB1 grants a 3 space t-port w/+2 power bonus to all defenses until end of next turn built in.
- Arcane Senses (PHB3) is an Encounter Utility power (minor action) that lets him make an Arcana check to learn the separate #s of elemental, fey and shadow creatures within a number of squares = check result; no locations revealed.
- Otherworldly Lore (PHB3) is an Encounter Utility power that let's me make a Dungeoneering check to determine the resistances vulnerabilities of an Aberration I can see (burst5, minor action); a successful roll lets me or an ally who can hear me get a +4 to the next attack roll against it until end of next turn.
I see the first one as the most utilitarian power, and its usefulness is clear. Arcane Senses has a lot of mechanical and RP potential, and Otherworldly Lore is obviously the most limited, but also the most closely linked to the PC concept.