I've Got That: Utility Skill Power Guide

MwaO

Adventurer
Overview
Skill power utilities are often a great way to give a class more options. This guide will cover the various useful skill powers and point out which ones are generally the more useful.

They're often really effective for classes that lack options, such as Vampire or other classes that never really got a upgrade for utilities. And Skill Power, the feat, is often a great choice due to the variety if you're ever going, "I have no idea what I want."

Important: You must always have at least 1 class utility power if you can do so. So no taking Skill Powers in replacement until then...

The guide will use the following rating system
Gold - A must have. You're literally hurting your character if you don't take this. I don't expect to rate any Skill Powers at this level.
Sky blue - "Very Strong" - An exceptionally strong choice.
Blue - "Strong"- A solid choice but nothing awe-inspiring.
Black - "Average" -This is generally a fairly mediocre choice, or an otherwise good power with a noticable drawback. Optimizers will try to avoid these, but in most games you won't notice a discrepancy in power level if you go with a few of these.
Purple - "Weak" This option is weak, underpowered, or very situational. These choices won't show up in most optimized builds.
Red - "Very Weak" - Either totally overshadowed by another option, or just completely bad. These kinds of choices are generally avoided.

Green- "Too variable to rate"- Sometimes something is so variable that giving an overall rating is impossible or misleading.

Note: I tend to ding powers that cost a surge by a color or two unless it is clear that they consistently:
Save 2+ surges by their use.
Prevent TPKs.

Saving say your turn by spending an action might feel really good. But unless ultimately, that did the above, it probably wasn't worth the slot.

Glossary
The guide will use the following abbreviations

CA= Combat Advantage
DrM= Dragon Magazine
DSH= Into the Unknown: The Dungeon Survival Handbook
MBA= Melee basic attack
NAD= Non-AC defense
PHB 3= Player's Handbook 3
 
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MwaO

Adventurer
Str-based Skill Powers:

Athletics
Level 2:
Talented Athletics(DR 392) - At-will, but unless you're in a sea-adventure themed game, can't see this being worth it.
Bounding Leap - Encounter bonus to jump, encounter, can exceed speed, and you have a running start. Not particularly valuable unless you can exceed your speed consistently. Which means you generally hit around a 40 Athletics+ on the check.
Scrambling Climb - Corner-case. Do you expect to need to climb a lot

Level 6:
Crushing Escape Free DSH - Corner-case. Do you expect to be grabbed a lot?
Mighty Sprint Move PHB3 - Okay, now we're talking. Strong opening encounter move option. Not as strong as Quicksilver Motion, the Monk power because you have to use your move action. But a way to get into the combat fast.
Sudden Leap Move PHB3 - Do you really need to move around individual opponents like that?
Kord's Force No Action DrM 392 - At-will, so can be useful. Especially if you get it high enough that breaking through a wall starts to become possible.

Level 10:
Strength Against Strength Free DrM 392 - potentially an encounter prone or slide 1 on a miss. Not horrible.
Incredible Stride Minor PHB3 - Does your DM really like huge battlefields? Could be useful.
 
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MwaO

Adventurer
Con-based Skill Powers

Endurance
Level 2:
Exemplar of Valor Immediate Interrupt DrM 392 - I'm not even sure this is worthwhile if you're in a horror campaign.
Endure Pain Immediate Interrupt PHB 3 - Not bad. You know you're going to get ganged up on, this is a good way to not take as much damage. Still, it is a daily power.
Grit and Spittle Minor DrM 385 - when this is useful, it will be really useful. But, it does cost a surge - are you often saving your party two surges when you use this?
Inspiring Fortitude Standard PHB 3 - You use your Second Wind, party gains temps. Not great, especially as it is a forced standard+daily.

Level 6:
Third Wind Minor PHB 3 - Daily emergency heal as a minor. Can be used as a 2nd Wind for getting you back to consciousness as a standard with a friend's aid.
Internal Reserves No Action DrM 392 - Not horrible. You know you have to make a save, add a bonus. But Daily +4 to a save is expensive.
Walk It Off No Action PHB 3 - sensing a pattern here. Might have a use in a campaign where ongoing damage is common, but probably not.

Level 10:
Steeled Against It Immediate Reaction DrM 392 - Resist small when hit with damage, but after the damage happens. Until end of encounter and that it doesn't cost a surge such as Enter the Crucible does is where not-Red comes from.
Reactive Surge Immediate Reaction PHB 3 - Good power, especially if you have good # of healing surges and a lack of immediate. Heal when you get bloodied.
Enter the Crucible Minor DSH - strong daily power. But it costs a surge, so the question to always ask yourself - will this save me at least 2 surges when I use it?

Level 16:
Diehard Immediate Interrupt PHB 3 - Not a bad, "I'm not dead yet." option. Big issue is that you don't want to stay almost dead - and level 16 tends to be a really good level for many classes.
 
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MwaO

Adventurer
Dex-based Skill Powers

Acrobatics
Level 2:
Agile Recovery Minor PHB 3 - not bad. Stand up as a minor and preserve your move action. At-will

Level 6:
Timely Dodge Immediate Interrupt DSH - completely avoid an area attack usually as an automatic encounter interrupt! This is close to Gold. Also note the option to shift next to a Ranged attacker and still take the attack, but deliver an OA instead of getting missed.
Tumbling Dodge Immediate Interrupt PHB 3 - The better your Acrobatics score, the more useful this is. Sometimes you don't want to move out of the way.
Dodge Step Immediate Reaction PHB 3 - Not horrible. But why am I taking this over Timely Dodge 99% of the time?
Graceful Maneuver Move PHB 3 - Shift half your speed isn't bad. But you may have a better class power if you have Acrobatics on your class skill list
Perfect Balance Move PHB 3 - Not bad. Better yet if you have a boost to speed.

Level 10:
Drop and Roll Immediate Reaction PHB 3 - Just how often am I falling?
Familiar Footing Minor Dungeon Survival Handbook - Just how often is the entire dungeon map difficult terrain? By the time we're getting this, there may be other options.
Rapid Escape Minor PHB 3 - keep your move and sacrifice your minor action instead. Maybe gain CA. Not good at all, and borderline Red if you've spend resources on getting CA somehow.

Level 16:
Reflexive Dodge Immediate Interrupt PHB 3 - upgraded Timely Dodge - you might avoid the attack completely as part of the interrupt and even if you don't quite, you reduce damage. You may get into expected table variation as why would you reduce damage before the attack. If so, drop to Blue

Stealth
Level 2:
Elude Senses Minor DSH - Assuming you can already be hidden, completely avoid dark vision, blindsight, or tremor sense. Useful for the right build.
Obscured Avoidance Minor PHB 3 - Are you really getting marked all that often?

Level 6:
Concealed Shift Immediate Reaction PHB 3 - Maybe useful if you're Hidden and getting attacked. But...using up an immediate to shift a square is costly. Especially compared to Tumbling Dodge(Acrobatics). Close to Red because of that.
Shrouding Gloom 6 Minor PHB 3 - Useful. Have a much easier time getting to Hidden. Warlocks and Paragon Tier Assassins in particular.

Level 10:
Crowd Cover Immediate Interrupt PHB 3 - Not bad. The potentially redirected attack seems very strong for a lockdown Defender having trapped a couple of targets next to it.
Immersed in Darkness Minor DSH - Okay. Limited to scenarios where you likely can already make a check to go hidden. Main reason why it doesn't go lower is that you get Invisibility that provides its own concealment.
Persistent Tail Move PHB 3 - Very specific Permastealth build power. Not a huge fan

Level 16:
Deepening Gloom Immediate Interrupt PHB 3 - Decent - usually +3 to +5 defenses against an attack, but just to that one enemy. Who might be done for the turn.

Thievery
Level 2:
Fast Hands Free PHB 3 - Good way to item swap. The 1/round can hurt though.
Lock Tap Minor PHB 3 Does your DM like putting locks in combat?
Quick Palm Minor PHB 3 Could be interesting - pick a pocket in combat

Level 6:
Hasty Retreat Free PHB 3 - Not bad. Potentially moving out of the way of a trap.
Stolen Defense Minor PHB 3 - Yuck. Grant CA in melee for someone else at the cost of a minor. And it isn't even guaranteed!
Quick Switch Move PHB 3

Level 10:
Disruptive Stunt Move PHB 3 - Not bad. Mostly for the -2 penalty to hit until start of your next turn. It does require a move action, meaning it likely goes off on round 2+, not round 1 when you're moving up to targets.
 
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MwaO

Adventurer
Int-based Skill Powers

Arcana
Level 2:
Studied Casting Free DrM 385 - Essentially get to reroll all your rituals. Is that something important to your game? Probably well worth it. No? Almost worthless.
Arcane Mutterings Free PHB 3 - Very strong power for a PC who wants to participate in Bluff, Intimidate, or Diplomacy-skill challenges and has Int. Except for Wizard who probably wants Suggestion(Diplomacy) and Spook(Intimidate) as cantrips instead. Artificers, Swordmages, Tactical Warlords, Int/Wis Psions/Shamans/Invokers, Con/Int Warlocks, and maybe a Druid, Seeker, or Cleric.
Cave Sight Minor DSH - Too short range to be of much real use
Arcane Senses Minor PHB 3 - there are campaigns where this is more useful. Not a huge fan.

Level 6:
Demonic Bargain Free DSH - the Psychic damage can be reduced and hey, works with Hellish Rebuke. There's probably a moment where this power is insufficiently good given the damage you'll be taking. Maybe when you're taking it...
Experienced Arcana Free PHB 3 - At the point in time where you can spend half the ritual cost, you probably don't actually care. And then it is only on rituals with Arcana checks for double-rolls, not every ritual.
Warp in the Weave Immediate Interrupt DrM 385 - A power that costs a surge that might even be worth it. Really useful for simply "No, the party is not all stunned." type of actions. But again, costs a surge - when you use this power, are you saving the party 2 surges? Blue for a Pixie that hangs out on someone's shoulder at the start of combat or a small creature on a Mount. Do remember Timely Dodge, an Acrobatics power, almost always has the same basic effect, but without the surge cost. And that most of the time, you're assuredly losing a surge for something that had a 50% or so chance of hitting you to cost you roughly a surge.
Insightful Warning Immediate Interrupt PHB 3 - Mass half-powered Shield. One of the really great skill powers. Compare with Warp in the Weave - doesn't cost a surge, maybe blocks 1-2 PCs from being burst'd rather than just saving yourself...
Peer Through the Void Minor Dungeon Survival Handbook. Useful if either trying to track down an invisible target or dealing with sudden onset blindness from Demonskin Adept...its one (big) advantage over Eyes of the Deep Delver(Dungeoneering) & Perfect Sight(Perception) is that it is a stance that lasts the entire combat and encounter. Especially for melee PCs. So once you get a minor action to go off, good to go.

Level 16:
Elemental Countermeasures Immediate Interrupt PHB 3 - Not bad, potentially very strong in many games - roll a 30, get 15 extra hp every combat in the right game. Downside: what if you don't fight many elemental fights for a long time?

History
Level 2:
Root Understanding
Free DrM 385 - Know every language whenever you need to know it. But just for 5 minutes a day.
Legend Lore Free PHB 3 - the Knowledge version of Arcane Muttering. Especially useful if your Wisdom score isn't high and want to make Nature/Dungeoneering checks...
Perfect Recall Free PHB 3 - How many Intelligence checks are you being asked to make? This is usually when the DM is trying to let the party buy a clue anyway.
Strategist's Epiphany Free PHB 3 - Strong initiative power. Goes to Sky Blue if your DM typically only has 1-2 combats per day.

Level 6:
Historical Revelation Immediate Reaction PHB 3 - Party doesn't typically fail knowledge checks. Only real downside is that as the person with a high Int score, you're likely still responsible for making the Int-checks and you can't affect yourself.

Level 10:
Tactician’s Measure Immediate Reaction PHB 3 - Decent boost to defenses. Not as controllable as the Acrobatics Immediate Interrupts, but infinitely better than Stealth's Concealed Shift. Being a level 10, though makes it not strictly better.
Lessons of History Minor DrM 385 - Not a bad "We really need to win this fight." But party needs to have thought through their utilities to really make this worthwhile.

Religion
Level 2:
Faith Healing Standard PHB 3 - If you seriously need to consider spending a standard action to use a power to use a healing surge, something is wrong.

Level 6:
Theologian’s Shield Immediate Interrupt PHB 3 - Campaign dependent. Do you see a lot of Necrotic or Radiant attacks? And I mean a lot.
Deliverance of Faith Minor DrM 385 - Note that temp hp last until you use a short rest. Does cost a surge, but start battles off with an extra surge's worth of temp hp.
Censure the Unholy Minor PHB 3 - How many undead is the DM throwing at you anyway? Big problem is that the bonuses to defenses doesn't apply to you.

Level 10:
Assurance of Prophecy Immediate Reaction DrM 385 - Not horrible 10 temps on av. Two issues - you can't spend a reaction on your own turn(meaning, Leaders don't really benefit from this power), and it is a level 10 utility. It does scale into Epic, though.
Conviction Minor PHB 3 - Likely make your next save with a big bonus. Downside: won't work if you're down actions due to the most common reasons you'd want to make a save. i.e. Dazed, Stunned, Dominated, etc...
Recitation Minor PHB 3 - Such a great 3e power brought low. +1 power bonus in close burst 1 with a sustain just isn't worth it.
 
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MwaO

Adventurer
Wis-based Skill Powers

Dungeoneering
Level 2:

Stay Back Minor DSH - Tricky. ETV. If a square is already illuminated by another light source, what does this power do? Either Sky Blue or Red depending on DM's answer.
Deep Shadows Minor PHB 3 - Go Hidden with minor action and easier to get than normal Hidden requirements. Must be underground though knocks it down a notch.
Otherworldly Lore Minor PHB 3 - this is the kind of power that can potentially go unused in a game focusing on Aberrant.

Level 6:
Stonecunning
Free PHB 3 - As someone with Dungeoneering, you're probably half-decent with Perception. Easier places to save a trained skill...
Dungeoneer’s Guidance 6 Immediate Interrupt DSH - Fantastic 'Your ally succeeds at that skill check.' Good for escape checks and skill challenges in particular.
Eyes of the Deep Delver Minor PHB 3 - Strong Blindsight option. Two rounds of 'No, I'm not blind and I can see where you're Hidden.' Useful for Demonskin Adept, too.

Level 10:
Spider Dodge
Immediate Interrupt DrM 389 - Solid bonus to defenses if you have a high Dexterity. But, how often do you have Blocking Terrain on hand? And level 10.
Trap Sense Immediate Interrupt PHB 3 - Not bad bonus to defenses against traps. Downside, only traps and it is a level 10 utility.
Insane Logic 10 Minor Dungeon Survival Handbook - If you're fighting evil star creatures all day long, this is more valuable. But probably not worth it usually unless it has resist all.
Ripples in the Air Minor DSH - for those moments where two turns of Blindsight every encounter isn't enough. Um...almost strictly inferior to Eyes of the Deep Delver 4 levels earlier...

Level 16:
Practiced Mental Defense
16 Immediate Reaction DrM 385 - Solid power - "No, ally, you're not dominated or stunned.", probably gets a potential use most days, and when it does, you'll be really happy. Level 16 is the only reason it isn't ranked higher.

Heal
Level 2:
Iron Resurgence
Minor DSH - Solid emergency healing. Not the way I'd want to sub-out for a Leader, but if you need healing right this instant, it can be great. Better for high Con-PCs who can spare the extra surge.
Healer’s Gift Standard PHB 3 - Almost strictly inferior to Iron Resurgence. If someone's dying, spending a standard action to spend a healing surge is costly. Especially as you already have the heal skill...

Level 6:
Delay Poison Minor PHB 3 - Kind of specific.
Swift Recovery Minor PHB 3 - Solid recover now power. It does use up Second Wind, but as a minor action, that's going to be useful.
Third Wind Minor PHB 3 - Almost strictly inferior to Iron Resurgence.
Physician's Care Standard PHB 3 - Standard action to spend a healing surge and you're already trained in Heal? Um, no.

Level 10:
Time Out Minor PHB 3 - Interesting for some specific options. Note the combos possible with Swift Recovery and a build that uses Second Wind a lot. Definitely corner-case.

Level 16:
Miraculous Treatment/
Standard PHB 3 - If not 16th level, surge free healing might have some value. As is, anything but Miraculous.

Insight
Level 2:
Calculated Acumen Minor DSH - Decent "I gain CA" option. Probably better in-class options and not worth a feat.
Anticipate Maneuver Minor PHB 3 - Strictly inferior to Calculated Acumen
Damning Secret Standard DrM 389 - Intimidate replacement, but standard action makes it expensive. Might be useful to a really optimized Insight build.

Level 6:
Empathic Read
Immediate Interrupt PHB 3 - Give an ally a second chance at common Cha-checks. Not bad, but not great either.
Prescient Maneuver Immediate Interrupt PHB 3 - Solid, "Hey, you're moving? I'll move out of your way power..." Especially useful for moving into charge lanes...
Conceal Psyche Minor DSH - not a bad, "Don't hit me with Will Attacks." that might cancel a Domination.
Insightful Counter Minor PHB 3 - might be useful to builds that often end up granting CA, but probably not.

Level 10:
Prescient Defense
10 Immediate Interrupt PHB 3 - okay +2 defense as an interrupt. A little weak for 10th level.
Insightful Comment Minor PHB 3 - good power when you need to make common Cha-skill checks. Still won't make one trained, but if you know you have this, the bonus is big enough to succeed. A little weak for a level 10.

Level 16:
Insightful Riposte Free PHB 3 - Nearly Gold. If you have a free feat/level 16 slot and don't know where to spend it, having a +3 bonus to hit after you know you miss is awesome. Maybe consider picking up Training in Insight via a multiclass feat just to have access to it. Monastic Disciple is straight up awesome if you don't otherwise have an MC feat.
Despana’s Stratagem Minor DSH - there's probably a combat per day where this isn't horrible. But maybe that combat is that way because you took a bad level 16 power.

Nature
Level 2:
Nature Sense
Free PHB 3 Solid make a Nature check instead of initiative and give big bonuses to defenses to allies. But it is a daily and you need to be outdoors.
Mounted Coordination 2 Minor PHB 3 - Seriously, small damage bonus for next attack because you're mounted? Not limited to weapons, but whatever...

Level 6:
Natural Terrain Understanding Minor DrM 385 - Great encounter open up the combat Leader option with some movement and a power bonus to AC.
Practiced Rider Minor PHB 3 - Mount/Dismount and at-will. But not sure it makes sense even for a mounted combat PC.
Path of the Bounding Stag 6 Move PHB 3 - I'm sure this could be occasionally useful. Just not worth a level 6 slot or even a level 2 as an encounter.

Level 10:
Spot the Path
Minor PHB 3 - Not bad 'party ignore difficult terrain' power as encounter option. Have this and Path of the Bounding Stag is even redder because you killed it.

Level 16:
Nightshade Draught 16 Immediate Interrupt DrM 385 - Similar to Diehard(Endurance). Not sure which one I'd prefer over the other. If you have to stay dying, Nightshade. If you plan to heal yourself right out of dying, Diehard. Both are still Purple, though.

Perception
Level 2:
Far Sight
Minor PHB 3 - Not bad. Extend range of weapon attacks, particularly those using 5/10 and ignore cover and concealment for a couple of rounds. Probably better choices, but again, not bad.

Level 6:
Trapfinding Free PHB 3 - One basic issue is that the PC often responsible for finding traps(high Wisdom PC) is often not the same person responsible for disabling it. But a good Wisdom PC with an okay Dex might be able to use this to bypass traps or a Dex/Wis PC such as a Monk. In a weird spot also because it is level 6 and so specific.
Guided Shot Immediate Interrupt PHB 3 - Great power. Ally's miss goes against Reflex instead of AC. You'll likely use this every combat and generate a hit every other one.
Warning of Peril Minor PHB 3 - Passive Perception is rarely going to be that valuable and as a Daily Stance?
Foil Ambush No Action DSH - Okay "No, I'm not surprised, I know where targets are, and let me get out of burst formation now!" power as a Daily.

Level 10:
Uncanny Instincts
Free PHB 3 - Solid after the fact "Hey, you and I win initiative anyway." Daily
Focused Sight Minor PHB 3 - Completely ignore penalties to attack rolls due to any cover or concealment. Two issues - you still need to know which square they're in and it is a level 10.
Perfect Sight Minor PHB 3 - Solid gain Blindsight power. Eyes of the Deep Delver(Dungeoneering) strictly better due to larger range.
Spot Weakness 10 Minor PHB 3 - note errata makes this something of a weak sauce power - just next damage roll instead of damage rolls. There are almost certainly better level 10 options.
 
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MwaO

Adventurer
Charisma-based Skill Powers

Bluff
Level 2:
Serpent's Tongue Free DrM 389 - Better to not fail the check in the first place.
Battle Feint Minor PHB 3 - Why don't you just flank rather than waste a power slot?
False Bravado Minor PHB 3 - How often do you get marked?

Level 6:
Fast Talk Free PHB 3 - Reroll common Cha-skill checks if you're trained in Bluff and get to use Bluff. Opens up some skill slots.
Confusing Blather Minor PHB 3 - Ok for Ranged PC with a good bluff check. Don't provoke against multiple opponents.
Dirty Tricks Minor PHB 3 - Similar to Confusing Blather. Move a square instead of all targets.
Faulty Memory Standard DrM 389 - Interesting power, but poorly written. If you can make a bluff check, you can probably convince it of all the things you'd need. Why isn't it potentially a better option? Because by default, powers without a time limit end when the encounter is over. Meaning, it might believe you for a minute or two, but then it is going to remember that it shouldn't. And that's the 'being nice' reading where the DM forgets that targets under the influence of a power know the effects of the power unless the power says otherwise...

Level 10:
Improvisational Arcana Free PHB 3 - Interesting Daily power for rituals. Mainly for the ability to use a single skill(Bluff) instead of other choices. I doubt any build finds this really useful, but, never know...
Stall Tactics Free PHB 3 - Win initiative for the party once a day.


Diplomacy
Level 2:
Master Diplomat Free DrM 389 - Encounter Reroll for Diplomacy checks. Which is usually for all rolls.
Soothing Words Standard PHB 3 - Daily Short Rest only option that heals a little extra? No thanks.

Level 6:
Haggle Free PHB 3 - Same as Master Diplomat above. Maybe DrM material not allowed?
Stirring Speech Standard PHB 3 - Daily short rest option that's probably going to find a use every day and make an influence - +1 to hit for most attacks/saves for an entire combat is useful. Danger: Encounters are not necessarily combats...

Level 10:
Noble Sacrifice Immediate Interrupt PHB 3 - Ally needing to be adjacent & bloodied creates some issues. But, if your Defender has a lockdown mark and is bloodied, moving adjacent to him to attack the mark might be useful. Then again, might be a close burst time, too...
Befriend Minor PHB 3 - Not bad to win Bluff/Diplomacy checks. Assuming trained in Bluff, I'd rather have Fast Talk. Both because level 6 and large range of skills on a preroll rather than large bonus.
Cry for Mercy Minor PHB 3 - Great power. A 'You can't hurt me' choice usable on yourself or on an important ally.

Level 16:
Indomitable Ally Immediate Interrupt PHB 3 - Similar to the 'Don't die' powers available with other skills, except allies instead of you and encounter. Take this over those always. Good leader power. Only downside is the level 16 part.

Intimidate
Level 2:
Ominous Threat Free PHB 3 - Generic mark+ally free of mark as encounter? Eh.

Level 6:
Demoralize Foe Free PHB 3 - Useful penalty against target to attack you. Fear makes it potentially not as useful.
Try the Stick Free PHB 3 - Use up your level 6 slot to be able to make an Intimidate check instead of Diplomacy? Not sure I see the value. Maybe for a Str-PC who uses Str for Intimidate.
Everybody Move Minor PHB 3 - okay set up power - push nearby enemies 1.
Scatter the Cowards Move DSH - Seriously, a move power that prevents minions from attacking you and targets that miss you get pushed a little? Um, no...

Level 10:
Snap Out of It Minor PHB 3 - Strong 'hey, stop not acting power' - only issue is that the effect needs to be something that can be saved against

Streetwise
Level 2:
Secrets of the City Free DrM 389 - Do you have a few hours to make a Streetwise check? Make lots of Int-checks using your best skill.
Failed Diplomacy Free DSH - marginal push to win initiative and gain CA. Not especially strong given it is a Daily power.
City Rat Free PHB 3 - Decent 'If there is a wall, I'm hidden' power without needing total cover or concealment. Probably better options, but if you're not actually trained in Stealth, pretty good.
Nose for Trouble Free PHB 3 - "I'd like to win initiative" as a Daily skill check power

Level 6:
City Dweller Free PHB 3 - Skill substitution and a variety of checks, but the Daily part and limited just to urban environments makes it shaky.
Slow Pursuit Move PHB 3 - interesting power that creates difficult terrain. But limited to Urban environment again is problematic and it likely isn't that much more useful than a move even then.

Level 10:
Navigate Crowds Move PHB 3 - Shift speed and move through enemy spaces as an encounter. What's not to like?
 
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MwaO

Adventurer
Poachable Stat-Independent Skill Powers

Athletics
Level 6:
Mighty Sprint
Move PHB3 - Okay, now we’re talking. Strong opening encounter move option. Not as strong as Quicksilver Motion, the Monk power because you have to use your move action. But a way to get into the combat fast.

Endurance
Level 10:
Reactive Surge
Immediate Reaction PHB 3 - Good power, especially if you have good # of healing surges and a lack of immediate. Heal when you get bloodied.
Enter the Crucible Minor DSH - strong daily power. But it costs a surge, so the question to always ask yourself - will this save me at least 2 surges when I use it?

Acrobatics
Level 6:

Timely Dodge Immediate Interrupt DSH - completely avoid an area attack usually as an automatic encounter interrupt! This is close to Gold. Also note the option to shift next to a Ranged attacker and still take the attack, but deliver an OA instead of getting missed.
Tumbling Dodge Immediate Interrupt PHB 3 - The better your Acrobatics score, the more useful this is. Sometimes you don’t want to move out of the way.
Graceful Maneuver Move PHB 3 - Shift half your speed isn’t bad. But you may have a better class power if you have Acrobatics on your class skill list

Level 16:
Reflexive Dodge Immediate Interrupt PHB 3 - upgraded Timely Dodge - you might avoid the attack completely as part of the interrupt and even if you don’t quite, you reduce damage. You may get into expected table variation as why would you reduce damage before the attack. If so, drop to Blue

Stealth
Level 6:

Shrouding Gloom 6 Minor PHB 3 - Useful. Have a much easier time getting to Hidden. Warlocks and Paragon Tier Assassins in particular.

Level 10:
Crowd Cover Immediate Interrupt PHB 3 - Not bad. The potentially redirected attack seems very strong for a lockdown Defender having trapped a couple of targets next to it.

Level 16:
Deepening Gloom Immediate Interrupt PHB 3 - Decent - usually +3 to +5 defenses against an attack, but just to that one enemy. Who might be done for the turn.

Thievery
Level 2:
Fast Hands
Free PHB 3 - Good way to item swap. The 1/round can hurt though.

Arcana
Level 2:

Arcane Mutterings Free PHB 3 - Very strong power for a PC who wants to participate in Bluff, Intimidate, or Diplomacy-skill challenges and has Int.

Level 6:
Warp in the Weave
Immediate Interrupt DrM 385 - A power that costs a surge that might even be worth it. Really useful for simply “No, the party is not all stunned.” type of actions. But again, costs a surge.
Insightful Warning Immediate Interrupt PHB 3 - Mass half-powered Shield. One of the really great skill powers. Compare with Warp in the Weave - doesn’t cost a surge, maybe blocks 1-2 PCs from being burst’d rather than just saving yourself...
Peer Through the Void Minor Dungeon Survival Handbook. Useful if either trying to track down an invisible target or dealing with sudden onset blindness from Demonskin Adept...its one (big) advantage over Eyes of the Deep Delver(Dungeoneering) & Perfect Sight(Perception) is that it is a stance that lasts the entire combat and encounter. Especially for melee PCs. So once you get a minor action to go off, good to go.

History
Level 2:
Legend Lore Free PHB 3 - the Knowledge version of Arcane Muttering. Especially useful if your Wisdom score isn’t high and want to make Nature/Dungeoneering checks...
Strategist’s Epiphany Free PHB 3 - Strong initiative power. Goes to Sky Blue if your DM typically only has 1-2 combats per day.

Religion
Level 6:
Deliverance of Faith
Minor DrM 385 - Note that temp hp last until you use a short rest. Does cost a surge, but start battles off with an extra surge’s worth of temp hp.

Dungeoneering
Level 2:

Stay Back Minor DSH - Tricky. ETV. If a square is already illuminated by another light source, what does this power do? Either Sky Blue or Red depending on DM’s answer.

Level 6:
Dungeoneer’s Guidance 6 Immediate Interrupt DSH - Fantastic ‘Your ally succeeds at that skill check.’ Good for escape checks and skill challenges in particular.
Eyes of the Deep Delver Minor PHB 3 - Strong Blindsight option. Two rounds of ‘No, I’m not blind and I can see where you’re Hidden.’ Useful for Demonskin Adept, too.

Heal
Level 2:

Iron Resurgence
Minor DSH - Solid emergency healing. Not the way I'd want to sub-out for a Leader, but if you need healing right this instant, it can be great. Better for high Con-PCs who can spare the extra surge.

Insight
Level 6:
Prescient Maneuver
Immediate Interrupt PHB 3 - Solid, “Hey, you’re moving? I’ll move out of your way power...” Especially useful for moving into charge lanes...

Level 16:
Insightful Riposte Free PHB 3 - Nearly Gold. If you have a free feat/level 16 slot and don’t know where to spend it, having a +3 bonus to hit after you know you miss is awesome.

Nature

Level 6:
Natural Terrain Understanding Minor DrM 385 - Great encounter open up the combat Leader option with some movement and a power bonus to AC.

Perception
Level 6:
Guided Shot Immediate Interrupt PHB 3 - Great power. Ally’s miss goes against Reflex instead of AC. You’ll likely use this every combat and generate a hit every other one.

Level 10:
Uncanny Instincts
Free PHB 3 - Solid after the fact “Hey, you and I win initiative anyway.” Daily

Bluff
Level 6:

Fast Talk Free PHB 3 - Reroll common Cha-skill checks if you’re trained in Bluff and get to use Bluff. Opens up some skill slots.

Level 10:
Stall Tactics Free PHB 3 - Win initiative for the party once a day.

Diplomacy
Level 10:

Cry for Mercy Minor PHB 3 - Great power. A ‘You can’t hurt me’ choice usable on yourself or on an important ally.

Level 16:
Indomitable Ally
Immediate Interrupt PHB 3 - Similar to the ‘Don’t die’ powers available with other skills, except allies instead of you and encounter. Take this over those always. Good leader power. Only downside is the level 16 part.

Intimidate
Level 10:
Snap Out of It
Minor PHB 3 - Strong ‘hey, stop not acting power’ - only issue is that the effect needs to be something that can be saved against

Streetwise
Level 2:
Nose for Trouble
Free PHB 3 - “I’d like to win initiative” as a Daily skill check power

Level 10:
Navigate Crowds Move PHB 3 - Shift speed and move through enemy spaces as an encounter. What’s not to like?
 
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