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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707793" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Skill Powers: Molding the Rock</strong></span></p><p></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 levels (L6 and L16), but there's good stuff at plenty of different levels here.</p><p></p><p><span style="font-size: 18px"><strong><strong>Class Skill Powers</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><strong>Talented Athletics (D 392) </strong>- Never truly failing hard at Athletics can be a decent safety net. Solid enough.</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">Crushing Escape</span> (DSG)</strong> - How many times do you try to escape a grab? If you're not running into monsters that are in a grappling mood at least some of the time, that's dead weight.</p><p></p><p><strong>Kord's Force (D 392)</strong> - If you need to make some Strength checks, this is a way to get a big boost on them.</p><p></p><p><strong><span style="color: #0000ff">Mighty Sprint</span> (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 nice 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 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>Incredible Stride (PHB 3)</strong> - A +4 speed bonus as a Stance is a nice and meaty mobility buff.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Strength Against Strength</span> (D 392)</strong> - Planning for a miss? Get a slide or a prone? Ugh.</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><span style="color: #0000ff">Endure Pain</span> (PHB 3)</strong> - A whole turn's worth of sizable resistance when you are hit. Pretty nice.</p><p></p><p><strong><span style="color: #800080">Examplar of Valor</span> (D 392)</strong> - A couple of nice effects, but a Daily that only triggers off of Fear effects? Too conditional for my taste.</p><p></p><p><strong><span style="color: #0000ff">Grit and Spittle</span> (D 385)</strong> - Though it burns up a healing surge, granting yourself mass saves is great to have on a Fighter.</p><p></p><p><strong>Invigorating Presence (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><span style="color: #800080">Internal Reserves</span> (D 392)</strong> - +4 to a save is nice, but as a Daily? Come on.</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: #0000ff">Enter the Crucible</span> (DSG)</strong> - Resist 10 all as a minor? Who cares if it costs you a surge? You'll probably save it back easily.</p><p></p><p><strong><span style="color: #0000ff">Reactive Surge</span> (PHB 3)</strong> - Healing in response to getting Bloodied every Encounter? Very nice, even if it is an Immediate.</p><p></p><p><strong>Steeled Against It (D 392)</strong> - A bit of resistance against the types you get hit with, which can be decent since it's encounter-long, but nothing to go crazy over.</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><strong>Iron Resurgence (DSG)</strong> - Not exactly efficient and the range is bad, but it at least gives you a good access to healing.</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: #ff0000">Ominous Threat</span> (PHB 3)</strong> - This is a power that does what your mark does all the time (except freeing an ally from a mark, but that is quite marginal, frankly). Unnecessary.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Demoralize Foe (PHB 3)</strong> - A free debuff when you hit is always nice for messing with your opponent, though this can make you a bit less appealing as a target (so use with a bit of caution).</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">Scatter the Cowards</span> (DSG)</strong> - Having minions bounce off you and pushing them on a miss is rather corner-case if you ask me.</p><p></p><p><strong>Try the Stick (PHB 3)</strong> - Subbing Intimidate for Diplomacy can work for you: though your Intimidate likely isn't all that high, at least it's trained.</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><strong>Streetwise 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>City Rat (PHB 3)</strong> - I'm not sure how often a Fighter will be skulking about, but your Streetwise will likely be better than your Stealth, given the fact that most of you favor heavy armor.</p><p></p><p><strong><span style="color: #800080">Failed Diplomacy</span> (DSG)</strong> - A rather marginal bonus to initiative, and CA during the first round isn't anything to write home about. Color me unimpressed.</p><p></p><p><strong><span style="color: #800080">Nose for Trouble</span> (PHB 3)</strong> - Your initiative check will rarely lose to your Streetwise check.</p><p></p><p><strong><span style="color: #0000ff">Secrets of the City</span> (D 389)</strong> - Given your complete dearth of knowledge skills, the fact that you can use this to make for a passable substitute is actually kind of good.</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">City Dweller</span> (PHB 3)</strong> - Once per day is too steep a limitation for this level of power.</p><p></p><p><strong>Slow Pursuit (PHB 3)</strong> - Rather conditional, but creating difficult terrain can help defend allies you're not standing in front of.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Navigate Crowds </span>(PHB 3)</strong> - An excellent mobility power for a Fighter, this can get you right in the thick of things quickly.</p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong>Recommended Non-Class Skill Powers</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>Dungeoneering 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>Deep Shadows (PHB 3)</strong> - Your Dungeoneering can likely beat your Stealth, so this could be of some use.</p><p></p><p><strong>Otherworldly Lore (PHB 3)</strong> - Though conditional (not only do you have to encounter an aberrant creature, you have to nail the check), it DOES hand out +4 to hit essentially for free...</p><p></p><p><strong><span style="color: #800080">Stay Back</span> (DSG)</strong> - About as conditional as you can possibly get. Carrying a light source? Really?</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Dungeoneer's Guidance (DSG)</strong> - Bail your opponent out of a bad check. Solid.</p><p></p><p><strong>Eyes of the Deep Delver (PHB 3)</strong> - Blindsight for a turn, just because you can. Decent enough.</p><p></p><p><strong><span style="color: #ff0000">Stonecunning</span> (PHB 3)</strong> - I'd rather train Perception instead.</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">Insane Logic</span> (DSG)</strong> - Ignore resistances on an aberrant creature? Can't say that this will blow an encounter open.</p><p></p><p><strong>Ripples in the Air (DSG)</strong> - Tremorsense is real nice to have, though having to sustain it is a bit annoying.</p><p></p><p><strong>Spider Dodge (D 389)</strong> - A rather conditional power, but it's great when it does work.</p><p></p><p><strong>Trap Sense (PHB 3)</strong> - While great if you have traps in fights all the time, it’s a rather conditional benefit, which is what holds it back.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong>Practiced Mental Defense (D 385)</strong> - Keeping allies from getting stunned or dominated is nice to have, though dazed isn't a massive improvement and this is a Daily (which means this power has its limitations).</p><p> </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><strong><span style="color: #0000ff">Calculated Acumen</span> (DSG)</strong> - CA as a minor with range 10 is nice - knowing the vulnerabilities really is just a gravy benefit.</p><p></p><p><strong>Damning Secret (D 389)</strong> - Subbing Intimidate out for Insight can actually be a net plus for most Fighters that actually train the latter.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Conceal Psyche</span> (DSG)</strong> - One of the few ways to shrug off (save ends) dominate at these low levels, and it can give you a bump to your Will defense, too.</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><span style="color: #0000ff">Insightful Counter</span> (PHB 3)</strong> - A decent way to prevent something ugly from happening to you in Melee, especially in a scenario such as post-Come and Get It or Brash Strike.</p><p></p><p><strong><span style="color: #0000ff"> Prescient Manuever</span> (PHB 3)</strong> - If you're out of position to make an OA against an incoming enemy, this can help you get in the mix and engage the enemy a lot faster. A very nice early-combat tool, though it wanes in value once the opponent has already been engaged.</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 awesome.</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.</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">Despana's Stratagem</span> (DSG)</strong> - Being a Daily really limits its use, but not provoking nor granting CA for a turn can have a couple of nice uses. That said, this is a rather high-level power, and I expect more from those.</p><p></p><p><strong><span style="color: #0000ff">Insightful Riposte</span> (PHB 3)</strong> - A very nice power: +3 to hit 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> - You won't be attacking at Range enough for this to be truly useful.</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">Foil Ambush</span> (DSG)</strong> - A rather marginal benefit, given that you're not stopping your allies from being surprised and all you're getting is a minor shift. Meh.</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: #800080">Trapfinding</span> (PHB 3)</strong> - Chances are you won't have Thievery.</p><p></p><p><strong>Warning of Peril (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><span style="color: #800080">Perfect Sight</span> (PHB 3)</strong> - The only reason you should take this power is if you couldn't train Dungeoneering, since they have one that's strictly better at a lower level.</p><p></p><p><strong>Spot Weakness (PHB 3)</strong> - A healthy damage buff for one attack per encounter. Decent.</p><p></p><p><strong><span style="color: #800080">Uncanny Instincts</span> (PHB 3)</strong> - Your Perception shouldn't be higher than your initiative.</p><p> </p><p></p><p><strong>Stealth 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">Elude Senses</span> (DSG)</strong> - I can't really think of a situation where I want my Defender to be hiding, but if you can, chances are this might come in handy.</p><p></p><p><strong><span style="color: #800080">Obscured Avoidance</span> (PHB 3) </strong>- Conditional mark avoidance. Not all that great, considering you're likely going to want to mark the enemies that are capable of doing the same, so your allies have more freedom to operate.</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">Concealed Shift</span> (PHB 3)</strong> - Shift you when you’re missed if you have cover/concealment. Meh.</p><p></p><p><strong>Shrouding Gloom (PHB 3)</strong> - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Crowd Cover (PHB 3)</strong> - A pretty solid defensive power, this can result in +2 to all defenses against a target of a Ranged attack, and redirection if you make it miss. Ranged only is kind of conditional, but hey.</p><p></p><p><strong>Immersed in Darkness (DSG)</strong> - Turning concealment into a turn of actual invisibility should have an application or two, if you're planning to go back out into the open (and as a Fighter, you darn well should be).</p><p></p><p><strong>Persistent Tail (PHB 3)</strong> - A decent power to keep yourself out of sight. Great out-of-combat utility for 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: #0000ff">Deepening Gloom</span> (PHB 3)</strong> - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707793, member: 6793297"] [CENTER][SIZE=5][b]Skill Powers: Molding the Rock[/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 levels (L6 and L16), but there's good stuff at plenty of different levels here. [Size=5][b][b]Class Skill Powers[/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. [b]Talented Athletics (D 392) [/b]- Never truly failing hard at Athletics can be a decent safety net. Solid enough. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Crushing Escape[/COLOR] (DSG)[/b] - How many times do you try to escape a grab? If you're not running into monsters that are in a grappling mood at least some of the time, that's dead weight. [b]Kord's Force (D 392)[/b] - If you need to make some Strength checks, this is a way to get a big boost on them. [b][COLOR=#0000ff]Mighty Sprint[/COLOR] (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 nice 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 unnecessary, given the existence of Pass Forward. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Incredible Stride (PHB 3)[/b] - A +4 speed bonus as a Stance is a nice and meaty mobility buff.[b] [/b] [b][COLOR=#800080]Strength Against Strength[/COLOR] (D 392)[/b] - Planning for a miss? Get a slide or a prone? Ugh. [b]Endurance Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#0000ff]Endure Pain[/COLOR] (PHB 3)[/b] - A whole turn's worth of sizable resistance when you are hit. Pretty nice. [b][COLOR=#800080]Examplar of Valor[/COLOR] (D 392)[/b] - A couple of nice effects, but a Daily that only triggers off of Fear effects? Too conditional for my taste. [b][COLOR=#0000ff]Grit and Spittle[/COLOR] (D 385)[/b] - Though it burns up a healing surge, granting yourself mass saves is great to have on a Fighter. [b]Invigorating Presence (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][COLOR=#800080]Internal Reserves[/COLOR] (D 392)[/b] - +4 to a save is nice, but as a Daily? Come on. [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=#0000ff]Enter the Crucible[/COLOR] (DSG)[/b] - Resist 10 all as a minor? Who cares if it costs you a surge? You'll probably save it back easily. [b][COLOR=#0000ff]Reactive Surge[/COLOR] (PHB 3)[/b] - Healing in response to getting Bloodied every Encounter? Very nice, even if it is an Immediate. [b]Steeled Against It (D 392)[/b] - A bit of resistance against the types you get hit with, which can be decent since it's encounter-long, but nothing to go crazy over. [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. [b]Iron Resurgence (DSG)[/b] - Not exactly efficient and the range is bad, but it at least gives you a good access to healing. [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=#ff0000]Ominous Threat[/COLOR] (PHB 3)[/b] - This is a power that does what your mark does all the time (except freeing an ally from a mark, but that is quite marginal, frankly). Unnecessary. [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, though this can make you a bit less appealing as a target (so use with a bit of caution). [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]Scatter the Cowards[/COLOR] (DSG)[/b] - Having minions bounce off you and pushing them on a miss is rather corner-case if you ask me. [b]Try the Stick (PHB 3)[/b] - Subbing Intimidate for Diplomacy can work for you: though your Intimidate likely isn't all that high, at least it's trained. [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. [b]Streetwise Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b]City Rat (PHB 3)[/b] - I'm not sure how often a Fighter will be skulking about, but your Streetwise will likely be better than your Stealth, given the fact that most of you favor heavy armor. [b][COLOR=#800080]Failed Diplomacy[/COLOR] (DSG)[/b] - A rather marginal bonus to initiative, and CA during the first round isn't anything to write home about. Color me unimpressed. [b][COLOR=#800080]Nose for Trouble[/COLOR] (PHB 3)[/b] - Your initiative check will rarely lose to your Streetwise check. [b][COLOR=#0000ff]Secrets of the City[/COLOR] (D 389)[/b] - Given your complete dearth of knowledge skills, the fact that you can use this to make for a passable substitute is actually kind of good. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]City Dweller[/COLOR] (PHB 3)[/b] - Once per day is too steep a limitation for this level of power. [b]Slow Pursuit (PHB 3)[/b] - Rather conditional, but creating difficult terrain can help defend allies you're not standing in front of. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#0000ff]Navigate Crowds [/COLOR](PHB 3)[/b] - An excellent mobility power for a Fighter, this can get you right in the thick of things quickly. [Size=5][b][b]Recommended Non-Class Skill Powers[/b][/b][/size] I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat. [b]Dungeoneering Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b]Deep Shadows (PHB 3)[/b] - Your Dungeoneering can likely beat your Stealth, so this could be of some use. [b]Otherworldly Lore (PHB 3)[/b] - Though conditional (not only do you have to encounter an aberrant creature, you have to nail the check), it DOES hand out +4 to hit essentially for free... [b][COLOR=#800080]Stay Back[/COLOR] (DSG)[/b] - About as conditional as you can possibly get. Carrying a light source? Really? [Size=3][b][b]Level 6:[/b][/b][/size] [b]Dungeoneer's Guidance (DSG)[/b] - Bail your opponent out of a bad check. Solid. [b]Eyes of the Deep Delver (PHB 3)[/b] - Blindsight for a turn, just because you can. Decent enough. [b][/b] [b][COLOR=#ff0000]Stonecunning[/COLOR] (PHB 3)[/b] - I'd rather train Perception instead. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#800080]Insane Logic[/COLOR] (DSG)[/b] - Ignore resistances on an aberrant creature? Can't say that this will blow an encounter open. [b]Ripples in the Air (DSG)[/b] - Tremorsense is real nice to have, though having to sustain it is a bit annoying. [b]Spider Dodge (D 389)[/b] - A rather conditional power, but it's great when it does work. [b]Trap Sense (PHB 3)[/b] - While great if you have traps in fights all the time, it’s a rather conditional benefit, which is what holds it back. [Size=3][b][b]Level 16:[/b][/b][/size] [b]Practiced Mental Defense (D 385)[/b] - Keeping allies from getting stunned or dominated is nice to have, though dazed isn't a massive improvement and this is a Daily (which means this power has its limitations). [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. [b][COLOR=#0000ff]Calculated Acumen[/COLOR] (DSG)[/b] - CA as a minor with range 10 is nice - knowing the vulnerabilities really is just a gravy benefit. [b]Damning Secret (D 389)[/b] - Subbing Intimidate out for Insight can actually be a net plus for most Fighters that actually train the latter. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#0000ff]Conceal Psyche[/COLOR] (DSG)[/b] - One of the few ways to shrug off (save ends) dominate at these low levels, and it can give you a bump to your Will defense, too. [b]Empathic Read (PHB 3)[/b] - A great way for you to save the party face from himself. [b][COLOR=#0000ff]Insightful Counter[/COLOR] (PHB 3)[/b] - A decent way to prevent something ugly from happening to you in Melee, especially in a scenario such as post-Come and Get It or Brash Strike. [b][COLOR=#0000ff] Prescient Manuever[/COLOR] (PHB 3)[/b] - If you're out of position to make an OA against an incoming enemy, this can help you get in the mix and engage the enemy a lot faster. A very nice early-combat tool, though it wanes in value once the opponent has already been engaged. [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 awesome. [b][COLOR=#0000ff]Prescient Defense[/COLOR] (PHB 3)[/b] - A solid defense bump when you need it the most. Pretty nice. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#800080]Despana's Stratagem[/COLOR] (DSG)[/b] - Being a Daily really limits its use, but not provoking nor granting CA for a turn can have a couple of nice uses. That said, this is a rather high-level power, and I expect more from those. [b][COLOR=#0000ff]Insightful Riposte[/COLOR] (PHB 3)[/b] - A very nice power: +3 to hit 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] - You won't be attacking at Range enough for this to be truly useful. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Foil Ambush[/COLOR] (DSG)[/b] - A rather marginal benefit, given that you're not stopping your allies from being surprised and all you're getting is a minor shift. Meh. [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=#800080]Trapfinding[/COLOR] (PHB 3)[/b] - Chances are you won't have Thievery. [b]Warning of Peril (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][COLOR=#800080]Perfect Sight[/COLOR] (PHB 3)[/b] - The only reason you should take this power is if you couldn't train Dungeoneering, since they have one that's strictly better at a lower level. [b]Spot Weakness (PHB 3)[/b] - A healthy damage buff for one attack per encounter. Decent. [b][COLOR=#800080]Uncanny Instincts[/COLOR] (PHB 3)[/b] - Your Perception shouldn't be higher than your initiative. [b]Stealth Powers[/b] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Elude Senses[/COLOR] (DSG)[/b] - I can't really think of a situation where I want my Defender to be hiding, but if you can, chances are this might come in handy. [b][COLOR=#800080]Obscured Avoidance[/COLOR] (PHB 3) [/b]- Conditional mark avoidance. Not all that great, considering you're likely going to want to mark the enemies that are capable of doing the same, so your allies have more freedom to operate. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Concealed Shift[/COLOR] (PHB 3)[/b] - Shift you when you’re missed if you have cover/concealment. Meh. [b]Shrouding Gloom (PHB 3)[/b] - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Crowd Cover (PHB 3)[/b] - A pretty solid defensive power, this can result in +2 to all defenses against a target of a Ranged attack, and redirection if you make it miss. Ranged only is kind of conditional, but hey. [b]Immersed in Darkness (DSG)[/b] - Turning concealment into a turn of actual invisibility should have an application or two, if you're planning to go back out into the open (and as a Fighter, you darn well should be). [b]Persistent Tail (PHB 3)[/b] - A decent power to keep yourself out of sight. Great out-of-combat utility for this one. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#0000ff]Deepening Gloom[/COLOR] (PHB 3)[/b] - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit. [/QUOTE]
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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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