PH3 Feats Excerpt: Superior Implements, Versatile Expertise, and Unarmored Agility

While I haven't read the stuff, isn't it possible that there are 2 ways to gain Skill Powers?
1. Swap a Utility for a Skill Power of that level.
2. Use a feat to buy a Skill Power, which would then be in addition to your normal Utilities.
I like this a lot. There have been times when I have wanted a Skill Power, but didn't really want to give up a Utility.

That's how I read it too -- basically choosing to give up a feat slot or give up a utility slot in order to get a skill power. I'd imagine the feat slot has some requirement such as 'can't choose a skill power that is higher than your level"

I didn't even -think- of the alternative until I saw it mentioned in this thread.

True, it -could- be either way (we don't know based on this info), but the previous preview material did not imply the need for a feat as well (of course, things may have changed since the preview material).
 

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errrr.... the prerequisite for the skill power feat is a little ominous... 2nd level, when you get your first utility power. Until now WotC have been pretty careful about feats that give new powers. I'd be a little suprised (pleasantly so) if they were going to open the gate on this now.

I guess the light/hope at the end of the tunnel is that it would be a fairly big revision to tie skill powers to a feat when they have been on the character builder for ages as a free option instead of taking a class utility power.

As others have said, noone is going to spend a feat to swap out a class utility power for a skill feat. Fingers crossed that this is not the case.
 

I'm waiting for:

"Everything Expertise"
Benefit: Your character gets +1 to hit with all attacks. At level 15, this increases to +2. At level 25, this increases to +3. This bonus doesn't stack with any other "Expertise" feats you have. If you are level 5 or higher, gain an additional feat.

Other than still costing a feat slot, this would make my day.

Oh well, at least if PHB3 lets me choose two weapons per Expertise, my ranger will be as good with his bow as with his swords.

Read the last line again :)
 

If skill powers cost a feat and replace a power, they'll never be used.

I recall the same thing being said about the power swap feats for multiclassing.

Anyway, the verbiage on the summaries is different. The power swap feats explicitly point out that it is a power swap, while the skill power feat explicitly says gain a power.
 


I recall the same thing being said about the power swap feats for multiclassing.

And in reality, people only used it to acquire cross-class powers which synergize their class concept extremely well, such as getting pre-errata'ed rain of blows for their barb, or invisibility for a paladin.

So your new power had to be as strong as the power traded out and the best feat you could have been taking.

Otherwise, it was really not worth a feat.

As others have said, noone is going to spend a feat to swap out a class utility power for a skill feat.

I wouldn't say "no one", but I believe the only times it will be taken would be for optimization purposes.
 


2 things jump out at me:

1) It says the Chakrum is treated as a shuriken by a rogue. But a rogue increases the die for a shuriken. So he... treats the chakrum as a 1d8 weapon?

For a feat? Hmm.
Yeah I figure RAW kinda screws the rogue, especially as a striker, as it loses class benefits when using superior weapons. Considering the significant boosts that other weapon users can get by picking up a superior weapon, I don't think 1d8 is out of line.

2) So does the Bloodiron dagger grant brutal 1 to magical attacks too?
Yes; does listing it under implements not make that clear?

I find it fairly lame that ONLY the Darkwood staff are defensive. Aren't all staffs double weapons (and therefore should grant defense bonuses)? There was a Dragon feat that let you gain the defensive trait from a staff, which sits in my mouth better than this.
You do have a point, but what to do for a superior staff though...

Because looking at the table, the Darkwood Staff and Darkwood Totem are made of the same material, but gain different properties (the totem is Charmed, the Staff is not). Which leads me to believe that there are ONLY 1 superior implement (i.e. the only accurate implement is a Wand, the only protective implement a Symbol). Which sucks if your class uses X implement, but you want Y property.
I could just list different materials and let players pick which to use regardless of implement, which I do like.
 


And in reality, people only used it to acquire cross-class powers which synergize their class concept extremely well, such as getting pre-errata'ed rain of blows for their barb, or invisibility for a paladin.

So your new power had to be as strong as the power traded out and the best feat you could have been taking.

Otherwise, it was really not worth a feat.

I wouldn't say "no one", but I believe the only times it will be taken would be for optimization purposes.

Largely, but not exclusively. I find Cleric is a strong contender for multiclass, both for the initial feat ability (a healing word) and wis and str abilities which work with a lot of classes.

Also, optimizing is a big thing here online, but I remain unconvinced it is the be-all and end-all at most gaming tables.
 

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