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I've Got That: Utility Skill Power Guide
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<blockquote data-quote="MwaO" data-source="post: 7037085" data-attributes="member: 12749"><p><strong>Int-based Skill Powers</strong></p><p></p><p><strong><u>Arcana</u></strong></p><p><strong>Level 2:</strong></p><p><span style="color: #800080"><strong>Studied Casting</strong></span> Free DrM 385 - Essentially get to reroll all your rituals. Is that something important to your game? Probably well worth it. No? Almost worthless.</p><p><span style="color: #00CCFF"><strong>Arcane Mutterings</strong></span> 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.</p><p><span style="color: #FF0000"><strong>Cave Sight</strong></span> Minor DSH - Too short range to be of much real use</p><p><span style="color: #800080"><strong>Arcane Senses</strong></span> Minor PHB 3 - there are campaigns where this is more useful. Not a huge fan.</p><p></p><p><strong>Level 6:</strong></p><p><span style="color: #800080"><strong>Demonic Bargain</strong></span> 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...</p><p><strong><span style="color: #FF0000">Experienced Arcana</span></strong> 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.</p><p><strong>Warp in the Weave </strong> 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? <strong><span style="color: #0000FF">Blue</span></strong> 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.</p><p><span style="color: #00CCFF"><strong>Insightful Warning</strong></span> 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...</p><p><strong><span style="color: #0000FF">Peer Through the Void</span></strong> 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.</p><p></p><p><strong>Level 16:</strong></p><p><strong>Elemental Countermeasures</strong> 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?</p><p></p><p><u><strong>History</strong></u></p><p><strong><strong>Level 2:</strong></strong></p><p><strong>Root Understanding</strong> Free DrM 385 - Know every language whenever you need to know it. But just for 5 minutes a day.</p><p><span style="color: #00CCFF"><strong>Legend Lore</strong></span> 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...</p><p><span style="color: #800080"><strong>Perfect Recall</strong></span> 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.</p><p><strong><span style="color: #0000FF">Strategist's Epiphany</span></strong> Free PHB 3 - Strong initiative power. Goes to <span style="color: #00CCFF"><strong>Sky Blue</strong></span> if your DM typically only has 1-2 combats per day.</p><p></p><p><strong>Level 6:</strong></p><p><strong><span style="color: #0000FF">Historical Revelation</span></strong> 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.</p><p></p><p><strong>Level 10:</strong></p><p><strong>Tactician’s Measure</strong> 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.</p><p><strong>Lessons of History </strong>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.</p><p></p><p><strong><u>Religion</u></strong></p><p><strong>Level 2:</strong></p><p><strong><span style="color: #FF0000">Faith Healing</span></strong> 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.</p><p></p><p><strong>Level 6:</strong></p><p><strong>Theologian’s Shield</strong> Immediate Interrupt PHB 3 - Campaign dependent. Do you see a lot of Necrotic or Radiant attacks? And I mean a lot.</p><p><strong><span style="color: #0000FF">Deliverance of Faith</span></strong> 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.</p><p><strong><span style="color: #FF0000">Censure the Unholy</span></strong> 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.</p><p></p><p><strong>Level 10:</strong></p><p><span style="color: #800080"><strong>Assurance of Prophecy</strong></span> 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.</p><p><strong><span style="color: #FF0000">Conviction Minor PHB 3</span></strong> - 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...</p><p><strong><span style="color: #FF0000">Recitation</span></strong> 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.</p></blockquote><p></p>
[QUOTE="MwaO, post: 7037085, member: 12749"] [b]Int-based Skill Powers[/b] [B][U]Arcana[/U][/B] [B]Level 2:[/B] [COLOR=#800080][B]Studied Casting[/B][/COLOR] Free DrM 385 - Essentially get to reroll all your rituals. Is that something important to your game? Probably well worth it. No? Almost worthless. [COLOR=#00CCFF][B]Arcane Mutterings[/B][/COLOR] 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. [COLOR=#FF0000][B]Cave Sight[/B][/COLOR] Minor DSH - Too short range to be of much real use [COLOR=#800080][B]Arcane Senses[/B][/COLOR] Minor PHB 3 - there are campaigns where this is more useful. Not a huge fan. [B]Level 6:[/B] [COLOR=#800080][B]Demonic Bargain[/B][/COLOR] 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... [B][COLOR=#FF0000]Experienced Arcana[/COLOR][/B][COLOR=#FF0000][/COLOR] 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. [B]Warp in the Weave [/B] 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? [B][COLOR=#0000FF]Blue[/COLOR][/B][COLOR=#0000FF][/COLOR] 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. [COLOR=#00CCFF][B]Insightful Warning[/B][/COLOR] 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... [B][COLOR=#0000FF]Peer Through the Void[/COLOR][/B][COLOR=#0000FF][/COLOR] 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. [B]Level 16:[/B] [B]Elemental Countermeasures[/B] 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? [U][B]History[/B][/U] [B][B]Level 2:[/B] Root Understanding[/B] Free DrM 385 - Know every language whenever you need to know it. But just for 5 minutes a day. [COLOR=#00CCFF][B]Legend Lore[/B][/COLOR] 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... [COLOR=#800080][B]Perfect Recall[/B][/COLOR] 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. [B][COLOR=#0000FF]Strategist's Epiphany[/COLOR][/B][COLOR=#0000FF][/COLOR] Free PHB 3 - Strong initiative power. Goes to [COLOR=#00CCFF][B]Sky Blue[/B][/COLOR] if your DM typically only has 1-2 combats per day. [B]Level 6:[/B] [B][COLOR=#0000FF]Historical Revelation[/COLOR][/B][COLOR=#0000FF][/COLOR] 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. [B]Level 10:[/B] [B]Tactician’s Measure[/B] 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. [B]Lessons of History [/B]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. [B][U]Religion[/U][/B] [B]Level 2:[/B] [B][COLOR=#FF0000]Faith Healing[/COLOR][/B][COLOR=#FF0000][/COLOR] 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. [B]Level 6:[/B] [B]Theologian’s Shield[/B] Immediate Interrupt PHB 3 - Campaign dependent. Do you see a lot of Necrotic or Radiant attacks? And I mean a lot. [B][COLOR=#0000FF]Deliverance of Faith[/COLOR][/B][COLOR=#0000FF][/COLOR] 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. [B][COLOR=#FF0000]Censure the Unholy[/COLOR][/B][COLOR=#FF0000][/COLOR] 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. [B]Level 10:[/B] [COLOR=#800080][B]Assurance of Prophecy[/B][/COLOR] 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. [B][COLOR=#FF0000]Conviction Minor PHB 3[/COLOR][/B][COLOR=#FF0000][/COLOR] - 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... [B][COLOR=#FF0000]Recitation[/COLOR][/B][COLOR=#FF0000][/COLOR] 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. [/QUOTE]
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