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I've Got That: Utility Skill Power Guide
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<blockquote data-quote="MwaO" data-source="post: 7037080" data-attributes="member: 12749"><p><strong>Con-based Skill Powers</strong></p><p></p><p><strong><u>Endurance</u></strong></p><p><strong>Level 2:</strong></p><p><span style="color: #FF0000"><strong>Exemplar of Valor</strong></span> Immediate Interrupt DrM 392 - I'm not even sure this is worthwhile if you're in a horror campaign.</p><p><strong>Endure Pain</strong> 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.</p><p><strong><span style="color: #0000FF">Grit and Spittle</span></strong> 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?</p><p><span style="color: #800080"><strong>Inspiring Fortitude </strong></span> Standard PHB 3 - You use your Second Wind, party gains temps. Not great, especially as it is a forced standard+daily.</p><p></p><p><strong>Level 6:</strong></p><p><span style="color: #800080"><strong>Third Wind</strong></span> 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.</p><p><span style="color: #800080"><strong>Internal Reserves</strong></span> 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.</p><p><span style="color: #800080"><strong>Walk It Off </strong></span> No Action PHB 3 - sensing a pattern here. Might have a use in a campaign where ongoing damage is common, but probably not.</p><p></p><p><strong>Level 10:</strong></p><p><span style="color: #800080"><strong>Steeled Against It </strong></span> 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.</p><p><strong><span style="color: #0000FF">Reactive Surge</span></strong> Immediate Reaction PHB 3 - Good power, especially if you have good # of healing surges and a lack of immediate. Heal when you get bloodied.</p><p><strong><span style="color: #0000FF">Enter the Crucible </span></strong> 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?</p><p></p><p><strong>Level 16:</strong></p><p><span style="color: #800080"><strong>Diehard</strong></span> 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.</p></blockquote><p></p>
[QUOTE="MwaO, post: 7037080, member: 12749"] [b]Con-based Skill Powers[/b] [B][U]Endurance[/U][/B] [B]Level 2:[/B] [COLOR=#FF0000][B]Exemplar of Valor[/B][/COLOR] Immediate Interrupt DrM 392 - I'm not even sure this is worthwhile if you're in a horror campaign. [B]Endure Pain[/B] 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. [B][COLOR=#0000FF]Grit and Spittle[/COLOR][/B][COLOR=#0000FF][/COLOR] 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? [COLOR=#800080][B]Inspiring Fortitude [/B][/COLOR] Standard PHB 3 - You use your Second Wind, party gains temps. Not great, especially as it is a forced standard+daily. [B]Level 6:[/B] [COLOR=#800080][B]Third Wind[/B][/COLOR] 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. [COLOR=#800080][B]Internal Reserves[/B][/COLOR] 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. [COLOR=#800080][B]Walk It Off [/B][/COLOR] No Action PHB 3 - sensing a pattern here. Might have a use in a campaign where ongoing damage is common, but probably not. [B]Level 10:[/B] [COLOR=#800080][B]Steeled Against It [/B][/COLOR] 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. [B][COLOR=#0000FF]Reactive Surge[/COLOR][/B][COLOR=#0000FF][/COLOR] Immediate Reaction PHB 3 - Good power, especially if you have good # of healing surges and a lack of immediate. Heal when you get bloodied. [B][COLOR=#0000FF]Enter the Crucible [/COLOR][/B][COLOR=#0000FF][/COLOR] 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? [B]Level 16:[/B] [COLOR=#800080][B]Diehard[/B][/COLOR] 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. [/QUOTE]
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