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Death Before Dishonor: A Knight's Guide (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707930" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Skill Powers: The Talents Of Honor</strong></span></p> <p style="text-align: center"><span style="font-size: 18px"><strong></strong></span></p> <p style="text-align: center"><span style="font-size: 18px"></span></p><p>Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels. You'll mostly be looking at Skill powers for your most lackluster Utility level (L16), but there's good stuff at plenty of different levels here.</p><p></p><p><span style="font-size: 18px"><strong><strong>Class Skills</strong></strong></span></p><p></p><p><strong>Athletics Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Bounding Leap</span> (PHB 3)</strong> - A power that subs your move action for a jump that carries a bonus. Unless you optimize your Athletics check or roll very well, this is only worth it later on in your career when you can reliably clear an Athletics check equal to your speed + 1 (DC 30 for speed 5, DC 35 for speed 6, and a whopping DC 40 for speed 7). At least it’s useful out of combat...</p><p></p><p><strong><span style="color: #800080">Scrambling Climb</span> (PHB 3)</strong> - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Mighty Sprint (PHB 3)</strong> - Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty solid pick.</p><p></p><p><strong><span style="color: #800080">Sudden Leap </span>(PHB 3)</strong> - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. I think it's rather unnecessary, given the existence of Pass Forward.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Incredible Stride</span> (PHB 3)</strong> - A +4 speed bonus as a Stance is a nice and meaty mobility buff, but its being a Stance kind of sucks.</p><p> </p><p></p><p><strong>Diplomacy Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong>Master Diplomat (D 389)</strong> - Rerolling Diplomacy checks ftw.</p><p></p><p><strong>Soothing Words (PHB 3)</strong> - Essentially, you get a little extra bang for your buck on your healing surges while you rest. Pretty decent when you pick it up, but bear in mind that it likely has an expiration date somewhere in Paragon Tier.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Haggle</span> (PHB 3)</strong> - Redundant with the above mentioned power.</p><p></p><p><strong>Stirring Speech (PHB 3)</strong> - Given that you can probably keep your allies' noses clean for one encounter, this is +1 to hit and +1 to saves, just before that BBEG. Very flavorful, and pretty effective, too.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Befriend (PHB 3)</strong> - In skill challenges, this is a hefty boost to have. Otherwise, it's a bit marginal.</p><p></p><p><strong><span style="color: #0000ff">Cry for Mercy</span> (PHB 3)</strong> - A very nice power. +4 to all defenses and no OA's on movement for a Bloodied ally every encounter is sweet.</p><p></p><p><strong><span style="color: #0000ff">Noble Sacrifice</span> (PHB 3)</strong> - This is a nice way of helping allies out when they're in a jam.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Indomitable Ally </span>(PHB 3)</strong> - Buying one more turn for your ally sounds good to me.</p><p> </p><p></p><p><strong>Endurance Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong></strong></p><p><strong>Endure Pain (PHB 3)</strong> - A whole turn's worth of resistance when you are hit. Too bad it's a Daily...</p><p></p><p><strong><span style="color: #0000ff">Grit and Spittle</span> (D 385)</strong> - Though it burns up a healing surge (you have a few to spare, though), granting yourself mass saves is great to have on a Knight.</p><p></p><p><strong><span style="color: #0000ff">Invigorating Presence</span> (PHB 3)</strong> - A second wind with some mass THP attached once per day. Starts out strong, but it loses steam later on.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Third Wind (PHB 3)</strong> - A very solid self-healing ability. Not a bad pick.</p><p></p><p><strong><span style="color: #800080">Walk it Off</span> (PHB 3)</strong> - Having a chance to negate ongoing damage before it happens is nice, but rarely will you see ongoing damage that is lethal enough to be a serious concern.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Reactive Surge</span> (PHB 3)</strong> - Healing in response to getting Bloodied every Encounter? Downright amazing for you.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong>Diehard (PHB 3)</strong> - Being dazed sure beats being dead.</p><p> </p><p></p><p><strong>Heal Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Healer’s Gift</span> (PHB 3)</strong> - Burn a Utility slot for a very marginal improvement over First Aid? No. Gods, no.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Delay Poison </span>(PHB 3)</strong> - Certainly better in campaigns where poisons are more prevalent and lethal and/or an enemy attacks only using poison damage, but usually ongoing 5-10 damage won't kill you.</p><p></p><p><strong><span style="color: #800080">Physician's Care</span> (PHB 3)</strong> - Healing is nice, but not as a standard action.</p><p></p><p><strong>Swift Recovery (PHB 3)</strong> - This is a pretty solid power. The range does it no favors, but it can see use.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Time Out</span> (PHB 3)</strong> - This is <span style="color: #0000ff"><strong>sweet</strong></span> if you have a Dwarf or Warden ally, and can be better if you have both; otherwise, the times it comes up are few and far between (very hit-or-miss, this one).</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Miraculous Treatment</span> (PHB 3)</strong> - Again, healing is awesome, but not if it sacrifices your ability to attack.</p><p> </p><p></p><p><strong>Intimidate Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Ominous Threat</span> (PHB 3)</strong> - While getting marks off your allies is nice, you probably don't have much use for the mark tiself.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong></strong></p><p><strong>Demoralize Foe (PHB 3)</strong> - A free debuff when you hit is always nice for messing with your opponent.</p><p></p><p><strong>Everybody Move (PHB 3)</strong> - A mass push 1. It can be useful for rearranging the battlefield or allowing allies to escape situations they really don't want to be in.</p><p></p><p><strong><span style="color: #800080">Try the Stick</span> (PHB 3) </strong>- Subbing Intimidate for Diplomacy is probably not the most useful thing you can do with a Utility power slot, considering you can train them both.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Snap Out of It (PHB 3)</strong> - Flavor gold, and a decent way to aid your Leader in keeping everyone grounded.</p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong>Recommended Non-Class Skills</strong></strong></span></p><p></p><p>I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat.</p><p></p><p><strong>Insight Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong>Anticipate Maneuver (PHB 3)</strong> - You need to roll, but Combat Advantage as a Minor Action is pretty solid.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Empathic Read (PHB 3)</strong> - A great way for you to save the party face from himself.</p><p></p><p><strong>Insightful Counter (PHB 3)</strong> - A decent way to prevent something ugly from happening to you in Melee.</p><p></p><p><strong><span style="color: #0000ff">Prescient Maneuver</span> (PHB 3)</strong> - Chasing people when they try to get away sounds good to me.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Insightful Comment (PHB 3)</strong> - Though of limited use in combat, if you like skill challenges a lot, this is a 1-turn mega-buff for everyone, which is <span style="color: #00ccff"><strong>awesome</strong></span>.</p><p></p><p><strong><span style="color: #0000ff">Prescient Defense</span> (PHB 3)</strong> - A solid defense bump when you need it the most. Pretty nice to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Insightful Riposte</span> (PHB 3)</strong> - Now this is a nice power! +3 will turn quite a few misses into hits, and that's always a good thing, especially when you get it every encounter.</p><p> </p><p></p><p><strong>Perception Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Far Sight</span> (PHB 3)</strong> - Most of you won't be attacking at Range enough for this to be truly useful, and some of the ones that will be get this on the house.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Guided Shot (PHB 3)</strong> - Essentially an after-you-roll attack buff vs. the great majority of enemies for an ally. Solid enough.</p><p></p><p><strong><span style="color: #ff0000">Trapfinding</span> (PHB 3)</strong> - Chances are you won't have Thievery.</p><p></p><p><strong><span style="color: #800080">Warning of Peril</span> (PHB 3)</strong> - Your Passive Perception officially covers a huge area. A solid scouting aid outside of combat, though marginal in it.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Focused Sight (PHB 3)</strong> - Far Sight's big brother, it also works on Melee powers and superior cover/concealment. Serviceable, as it lasts two turns.</p><p></p><p><strong>Perfect Sight (PHB 3)</strong> - A touch of blindsight. It could be rather useful.</p><p></p><p><strong>Spot Weakness (PHB 3)</strong> - A healthy damage buff for one attack per encounter. It can be neat.</p><p></p><p><strong><span style="color: #ff0000">Uncanny Instincts</span> (PHB 3)</strong> - Your Perception shouldn't be higher than your initiative.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707930, member: 6793297"] [CENTER][SIZE=5][b]Skill Powers: The Talents Of Honor [/b] [/SIZE][/CENTER] Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels. You'll mostly be looking at Skill powers for your most lackluster Utility level (L16), but there's good stuff at plenty of different levels here. [Size=5][b][b]Class Skills[/b][/b][/size] [b]Athletics Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Bounding Leap[/COLOR] (PHB 3)[/b] - A power that subs your move action for a jump that carries a bonus. Unless you optimize your Athletics check or roll very well, this is only worth it later on in your career when you can reliably clear an Athletics check equal to your speed + 1 (DC 30 for speed 5, DC 35 for speed 6, and a whopping DC 40 for speed 7). At least it’s useful out of combat... [b][COLOR=#800080]Scrambling Climb[/COLOR] (PHB 3)[/b] - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Mighty Sprint (PHB 3)[/b] - Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty solid pick. [b][COLOR=#800080]Sudden Leap [/COLOR](PHB 3)[/b] - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. I think it's rather unnecessary, given the existence of Pass Forward. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#800080]Incredible Stride[/COLOR] (PHB 3)[/b] - A +4 speed bonus as a Stance is a nice and meaty mobility buff, but its being a Stance kind of sucks. [b]Diplomacy Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b]Master Diplomat (D 389)[/b] - Rerolling Diplomacy checks ftw. [b]Soothing Words (PHB 3)[/b] - Essentially, you get a little extra bang for your buck on your healing surges while you rest. Pretty decent when you pick it up, but bear in mind that it likely has an expiration date somewhere in Paragon Tier. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#ff0000]Haggle[/COLOR] (PHB 3)[/b] - Redundant with the above mentioned power. [b]Stirring Speech (PHB 3)[/b] - Given that you can probably keep your allies' noses clean for one encounter, this is +1 to hit and +1 to saves, just before that BBEG. Very flavorful, and pretty effective, too. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Befriend (PHB 3)[/b] - In skill challenges, this is a hefty boost to have. Otherwise, it's a bit marginal. [b][COLOR=#0000ff]Cry for Mercy[/COLOR] (PHB 3)[/b] - A very nice power. +4 to all defenses and no OA's on movement for a Bloodied ally every encounter is sweet. [b][COLOR=#0000ff]Noble Sacrifice[/COLOR] (PHB 3)[/b] - This is a nice way of helping allies out when they're in a jam. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#0000ff]Indomitable Ally [/COLOR](PHB 3)[/b] - Buying one more turn for your ally sounds good to me. [b]Endurance Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b] Endure Pain (PHB 3)[/b] - A whole turn's worth of resistance when you are hit. Too bad it's a Daily... [b][COLOR=#0000ff]Grit and Spittle[/COLOR] (D 385)[/b] - Though it burns up a healing surge (you have a few to spare, though), granting yourself mass saves is great to have on a Knight. [b][COLOR=#0000ff]Invigorating Presence[/COLOR] (PHB 3)[/b] - A second wind with some mass THP attached once per day. Starts out strong, but it loses steam later on. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Third Wind (PHB 3)[/b] - A very solid self-healing ability. Not a bad pick. [b][COLOR=#800080]Walk it Off[/COLOR] (PHB 3)[/b] - Having a chance to negate ongoing damage before it happens is nice, but rarely will you see ongoing damage that is lethal enough to be a serious concern. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#00ccff]Reactive Surge[/COLOR] (PHB 3)[/b] - Healing in response to getting Bloodied every Encounter? Downright amazing for you. [Size=3][b][b]Level 16:[/b][/b][/size] [b]Diehard (PHB 3)[/b] - Being dazed sure beats being dead. [b]Heal Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#ff0000]Healer’s Gift[/COLOR] (PHB 3)[/b] - Burn a Utility slot for a very marginal improvement over First Aid? No. Gods, no. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Delay Poison [/COLOR](PHB 3)[/b] - Certainly better in campaigns where poisons are more prevalent and lethal and/or an enemy attacks only using poison damage, but usually ongoing 5-10 damage won't kill you. [b][COLOR=#800080]Physician's Care[/COLOR] (PHB 3)[/b] - Healing is nice, but not as a standard action. [b]Swift Recovery (PHB 3)[/b] - This is a pretty solid power. The range does it no favors, but it can see use. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#800080]Time Out[/COLOR] (PHB 3)[/b] - This is [COLOR=#0000ff][b]sweet[/b][/COLOR] if you have a Dwarf or Warden ally, and can be better if you have both; otherwise, the times it comes up are few and far between (very hit-or-miss, this one). [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#800080]Miraculous Treatment[/COLOR] (PHB 3)[/b] - Again, healing is awesome, but not if it sacrifices your ability to attack. [b]Intimidate Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Ominous Threat[/COLOR] (PHB 3)[/b] - While getting marks off your allies is nice, you probably don't have much use for the mark tiself. [Size=3][b][b]Level 6:[/b][/b][/size] [b] Demoralize Foe (PHB 3)[/b] - A free debuff when you hit is always nice for messing with your opponent. [b]Everybody Move (PHB 3)[/b] - A mass push 1. It can be useful for rearranging the battlefield or allowing allies to escape situations they really don't want to be in. [b][COLOR=#800080]Try the Stick[/COLOR] (PHB 3) [/b]- Subbing Intimidate for Diplomacy is probably not the most useful thing you can do with a Utility power slot, considering you can train them both. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Snap Out of It (PHB 3)[/b] - Flavor gold, and a decent way to aid your Leader in keeping everyone grounded. [Size=5][b][b]Recommended Non-Class Skills[/b][/b][/size] I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat. [b]Insight Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b]Anticipate Maneuver (PHB 3)[/b] - You need to roll, but Combat Advantage as a Minor Action is pretty solid. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Empathic Read (PHB 3)[/b] - A great way for you to save the party face from himself. [b]Insightful Counter (PHB 3)[/b] - A decent way to prevent something ugly from happening to you in Melee. [b][COLOR=#0000ff]Prescient Maneuver[/COLOR] (PHB 3)[/b] - Chasing people when they try to get away sounds good to me. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Insightful Comment (PHB 3)[/b] - Though of limited use in combat, if you like skill challenges a lot, this is a 1-turn mega-buff for everyone, which is [COLOR=#00ccff][b]awesome[/b][/COLOR]. [b][COLOR=#0000ff]Prescient Defense[/COLOR] (PHB 3)[/b] - A solid defense bump when you need it the most. Pretty nice to have. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#0000ff]Insightful Riposte[/COLOR] (PHB 3)[/b] - Now this is a nice power! +3 will turn quite a few misses into hits, and that's always a good thing, especially when you get it every encounter. [b]Perception Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Far Sight[/COLOR] (PHB 3)[/b] - Most of you won't be attacking at Range enough for this to be truly useful, and some of the ones that will be get this on the house. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Guided Shot (PHB 3)[/b] - Essentially an after-you-roll attack buff vs. the great majority of enemies for an ally. Solid enough. [b][COLOR=#ff0000]Trapfinding[/COLOR] (PHB 3)[/b] - Chances are you won't have Thievery. [b][COLOR=#800080]Warning of Peril[/COLOR] (PHB 3)[/b] - Your Passive Perception officially covers a huge area. A solid scouting aid outside of combat, though marginal in it. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Focused Sight (PHB 3)[/b] - Far Sight's big brother, it also works on Melee powers and superior cover/concealment. Serviceable, as it lasts two turns. [b]Perfect Sight (PHB 3)[/b] - A touch of blindsight. It could be rather useful. [b]Spot Weakness (PHB 3)[/b] - A healthy damage buff for one attack per encounter. It can be neat. [b][COLOR=#ff0000]Uncanny Instincts[/COLOR] (PHB 3)[/b] - Your Perception shouldn't be higher than your initiative. [/QUOTE]
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Death Before Dishonor: A Knight's Guide (By lorduskblade)
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