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I've Got That: Utility Skill Power Guide
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<blockquote data-quote="MwaO" data-source="post: 7037086" data-attributes="member: 12749"><p><strong>Wis-based Skill Powers</strong></p><p><strong></strong></p><p><strong><u>Dungeoneering</u></strong></p><p><strong>Level 2:</strong></p><p><span style="color: #800080"><strong>Stay Back Minor</strong></span> 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.</p><p><strong>Deep Shadows</strong> 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.</p><p><strong><span style="color: #FF0000">Otherworldly Lore Minor</span></strong> PHB 3 - this is the kind of power that can potentially go unused in a game focusing on Aberrant.</p><p></p><p><strong>Level 6:</strong></p><p><strong><span style="color: #FF0000">Stonecunning</span></strong> Free PHB 3 - As someone with Dungeoneering, you're probably half-decent with Perception. Easier places to save a trained skill...</p><p><span style="color: #00CCFF"><strong>Dungeoneer’s Guidance</strong></span> 6 Immediate Interrupt DSH - Fantastic 'Your ally succeeds at that skill check.' Good for escape checks and skill challenges in particular.</p><p><strong><span style="color: #0000FF">Eyes of the Deep Delver</span></strong> 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.</p><p></p><p><strong>Level 10:</strong></p><p><strong>Spider Dodge</strong> 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.</p><p><strong>Trap Sense</strong> Immediate Interrupt PHB 3 - Not bad bonus to defenses against traps. Downside, only traps and it is a level 10 utility.</p><p><span style="color: #800080"><strong>Insane Logic</strong></span> 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.</p><p><strong><span style="color: #FF0000">Ripples in the Air</span></strong> 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...</p><p></p><p><strong>Level 16:</strong></p><p><strong>Practiced Mental Defense</strong> 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.</p><p></p><p><u><strong>Heal</strong></u></p><p><strong>Level 2:</strong></p><p><strong><span style="color: rgb(0, 38, 245)">Iron Resurgence</span></strong> 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.</p><p><strong><span style="color: #FF0000">Healer’s Gift Standard</span></strong> 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...</p><p></p><p><strong>Level 6:</strong></p><p><span style="color: #800080"><strong>Delay Poison</strong></span> Minor PHB 3 - Kind of specific.</p><p><strong><span style="color: #0000FF">Swift Recovery </span></strong>Minor PHB 3 - Solid recover now power. It does use up Second Wind, but as a minor action, that's going to be useful.</p><p><strong><span style="color: #FF0000">Third Wind Minor</span></strong> PHB 3 - Almost strictly inferior to Iron Resurgence.</p><p><strong><span style="color: #FF0000">Physician's Care</span></strong> Standard PHB 3 - Standard action to spend a healing surge and you're already trained in Heal? Um, no.</p><p></p><p><strong>Level 10:</strong></p><p><span style="color: #800080"><strong>Time Out Minor</strong></span> 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.</p><p></p><p><strong>Level 16:</strong></p><p><strong><span style="color: #FF0000">Miraculous Treatment/</span></strong> Standard PHB 3 - If not 16th level, surge free healing might have some value. As is, anything but Miraculous.</p><p></p><p><u><strong>Insight</strong></u></p><p><strong>Level 2:</strong></p><p><span style="color: #800080"><strong>Calculated Acumen</strong></span> Minor DSH - Decent "I gain CA" option. Probably better in-class options and not worth a feat.</p><p><strong><span style="color: #FF0000">Anticipate Maneuver</span></strong> Minor PHB 3 - Strictly inferior to Calculated Acumen</p><p><span style="color: #800080"><strong>Damning Secret</strong></span> Standard DrM 389 - Intimidate replacement, but standard action makes it expensive. Might be useful to a really optimized Insight build.</p><p></p><p><strong>Level 6:</strong></p><p><strong>Empathic Read</strong> Immediate Interrupt PHB 3 - Give an ally a second chance at common Cha-checks. Not bad, but not great either.</p><p><strong><span style="color: #0000FF">Prescient Maneuver</span></strong> Immediate Interrupt PHB 3 - Solid, "Hey, you're moving? I'll move out of your way power..." Especially useful for moving into charge lanes...</p><p><strong>Conceal Psyche</strong> Minor DSH - not a bad, "Don't hit me with Will Attacks." that might cancel a Domination.</p><p><span style="color: #800080"><strong>Insightful Counter</strong></span> Minor PHB 3 - might be useful to builds that often end up granting CA, but probably not.</p><p></p><p><strong>Level 10:</strong></p><p><strong>Prescient Defense</strong> 10 Immediate Interrupt PHB 3 - okay +2 defense as an interrupt. A little weak for 10th level.</p><p><strong>Insightful Comment</strong> 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.</p><p></p><p><strong>Level 16:</strong></p><p><span style="color: #00CCFF"><strong>Insightful Riposte</strong></span> Free PHB 3 - Nearly <strong><span style="color: #FF9900">Gold</span></strong>. 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.</p><p><strong><span style="color: #FF0000">Despana’s Stratagem</span></strong> 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.</p><p></p><p><u><strong>Nature</strong></u></p><p><strong>Level 2:</strong></p><p><strong><span style="color: #0000FF">Nature Sense</span></strong> 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.</p><p><strong><span style="color: #FF0000">Mounted Coordination</span></strong> 2 Minor PHB 3 - Seriously, small damage bonus for next attack because you're mounted? Not limited to weapons, but whatever...</p><p></p><p><strong>Level 6:</strong></p><p><span style="color: #00CCFF"><strong>Natural Terrain Understanding</strong></span> Minor DrM 385 - Great encounter open up the combat Leader option with some movement and a power bonus to AC.</p><p><span style="color: #800080"><strong>Practiced Rider</strong></span> Minor PHB 3 - Mount/Dismount and at-will. But not sure it makes sense even for a mounted combat PC.</p><p><strong><span style="color: #FF0000">Path of the Bounding Stag</span></strong> 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.</p><p></p><p><strong>Level 10:</strong></p><p><strong>Spot the Path </strong> 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.</p><p></p><p><strong>Level 16:</strong></p><p><span style="color: #800080"><strong>Nightshade Draught</strong></span> 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.</p><p></p><p><u><strong>Perception</strong></u></p><p><strong>Level 2:</strong></p><p><strong>Far Sight</strong> 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.</p><p></p><p><strong>Level 6:</strong></p><p><span style="color: #800080"><strong>Trapfinding</strong></span> 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.</p><p><span style="color: #00CCFF"><strong>Guided Shot</strong></span> 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.</p><p><strong><span style="color: #FF0000">Warning of Peril</span></strong> Minor PHB 3 - Passive Perception is rarely going to be that valuable and as a Daily Stance?</p><p><strong>Foil Ambush</strong> 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.</p><p></p><p><strong>Level 10:</strong></p><p><strong><span style="color: #0000FF">Uncanny Instincts</span></strong> Free PHB 3 - Solid after the fact "Hey, you and I win initiative anyway." Daily</p><p><strong>Focused Sight</strong> 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.</p><p><strong>Perfect Sight</strong> Minor PHB 3 - Solid gain Blindsight power. Eyes of the Deep Delver(Dungeoneering) strictly better due to larger range.</p><p><strong><span style="color: #FF0000">Spot Weakness</span></strong> 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.</p></blockquote><p></p>
[QUOTE="MwaO, post: 7037086, member: 12749"] [B]Wis-based Skill Powers [U]Dungeoneering[/U] Level 2:[/B] [COLOR=#800080][B]Stay Back Minor[/B][/COLOR] 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. [B]Deep Shadows[/B] 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. [B][COLOR=#FF0000]Otherworldly Lore Minor[/COLOR][/B] PHB 3 - this is the kind of power that can potentially go unused in a game focusing on Aberrant. [B]Level 6: [COLOR=#FF0000]Stonecunning[/COLOR][/B] Free PHB 3 - As someone with Dungeoneering, you're probably half-decent with Perception. Easier places to save a trained skill... [COLOR=#00CCFF][B]Dungeoneer’s Guidance[/B][/COLOR] 6 Immediate Interrupt DSH - Fantastic 'Your ally succeeds at that skill check.' Good for escape checks and skill challenges in particular. [B][COLOR=#0000FF]Eyes of the Deep Delver[/COLOR][/B] 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. [B]Level 10: Spider Dodge[/B] 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. [B]Trap Sense[/B] Immediate Interrupt PHB 3 - Not bad bonus to defenses against traps. Downside, only traps and it is a level 10 utility. [COLOR=#800080][B]Insane Logic[/B][/COLOR] 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. [B][COLOR=#FF0000]Ripples in the Air[/COLOR][/B] 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... [B]Level 16: Practiced Mental Defense[/B] 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. [U][B]Heal[/B][/U] [B]Level 2: [COLOR=rgb(0, 38, 245)]Iron Resurgence[/COLOR][/B] 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. [B][COLOR=#FF0000]Healer’s Gift Standard[/COLOR][/B] 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... [B]Level 6:[/B] [COLOR=#800080][B]Delay Poison[/B][/COLOR] Minor PHB 3 - Kind of specific. [B][COLOR=#0000FF]Swift Recovery [/COLOR][/B]Minor PHB 3 - Solid recover now power. It does use up Second Wind, but as a minor action, that's going to be useful. [B][COLOR=#FF0000]Third Wind Minor[/COLOR][/B] PHB 3 - Almost strictly inferior to Iron Resurgence. [B][COLOR=#FF0000]Physician's Care[/COLOR][/B] Standard PHB 3 - Standard action to spend a healing surge and you're already trained in Heal? Um, no. [B]Level 10:[/B] [COLOR=#800080][B]Time Out Minor[/B][/COLOR] 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. [B]Level 16: [COLOR=#FF0000]Miraculous Treatment/[/COLOR][/B] Standard PHB 3 - If not 16th level, surge free healing might have some value. As is, anything but Miraculous. [U][B]Insight[/B][/U] [B]Level 2:[/B] [COLOR=#800080][B]Calculated Acumen[/B][/COLOR] Minor DSH - Decent "I gain CA" option. Probably better in-class options and not worth a feat. [B][COLOR=#FF0000]Anticipate Maneuver[/COLOR][/B] Minor PHB 3 - Strictly inferior to Calculated Acumen [COLOR=#800080][B]Damning Secret[/B][/COLOR] Standard DrM 389 - Intimidate replacement, but standard action makes it expensive. Might be useful to a really optimized Insight build. [B]Level 6: Empathic Read[/B] Immediate Interrupt PHB 3 - Give an ally a second chance at common Cha-checks. Not bad, but not great either. [B][COLOR=#0000FF]Prescient Maneuver[/COLOR][/B] Immediate Interrupt PHB 3 - Solid, "Hey, you're moving? I'll move out of your way power..." Especially useful for moving into charge lanes... [B]Conceal Psyche[/B] Minor DSH - not a bad, "Don't hit me with Will Attacks." that might cancel a Domination. [COLOR=#800080][B]Insightful Counter[/B][/COLOR] Minor PHB 3 - might be useful to builds that often end up granting CA, but probably not. [B]Level 10: Prescient Defense[/B] 10 Immediate Interrupt PHB 3 - okay +2 defense as an interrupt. A little weak for 10th level. [B]Insightful Comment[/B] 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. [B]Level 16:[/B] [COLOR=#00CCFF][B]Insightful Riposte[/B][/COLOR] Free PHB 3 - Nearly [B][COLOR=#FF9900]Gold[/COLOR][/B]. 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. [B][COLOR=#FF0000]Despana’s Stratagem[/COLOR][/B] 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. [U][B]Nature[/B][/U] [B]Level 2: [COLOR=#0000FF]Nature Sense[/COLOR][/B] 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. [B][COLOR=#FF0000]Mounted Coordination[/COLOR][/B] 2 Minor PHB 3 - Seriously, small damage bonus for next attack because you're mounted? Not limited to weapons, but whatever... [B]Level 6:[/B] [COLOR=#00CCFF][B]Natural Terrain Understanding[/B][/COLOR] Minor DrM 385 - Great encounter open up the combat Leader option with some movement and a power bonus to AC. [COLOR=#800080][B]Practiced Rider[/B][/COLOR] Minor PHB 3 - Mount/Dismount and at-will. But not sure it makes sense even for a mounted combat PC. [B][COLOR=#FF0000]Path of the Bounding Stag[/COLOR][/B] 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. [B]Level 10: Spot the Path [/B] 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. [B]Level 16:[/B] [COLOR=#800080][B]Nightshade Draught[/B][/COLOR] 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. [U][B]Perception[/B][/U] [B]Level 2: Far Sight[/B] 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. [B]Level 6:[/B] [COLOR=#800080][B]Trapfinding[/B][/COLOR] 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. [COLOR=#00CCFF][B]Guided Shot[/B][/COLOR] 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. [B][COLOR=#FF0000]Warning of Peril[/COLOR][/B] Minor PHB 3 - Passive Perception is rarely going to be that valuable and as a Daily Stance? [B]Foil Ambush[/B] 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. [B]Level 10: [COLOR=#0000FF]Uncanny Instincts[/COLOR][/B] Free PHB 3 - Solid after the fact "Hey, you and I win initiative anyway." Daily [B]Focused Sight[/B] 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. [B]Perfect Sight[/B] Minor PHB 3 - Solid gain Blindsight power. Eyes of the Deep Delver(Dungeoneering) strictly better due to larger range. [B][COLOR=#FF0000]Spot Weakness[/COLOR][/B] 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. [/QUOTE]
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