PH3 Preview: SKill Powers

I'm strongly leaning towards a houserule that lets you use these without a power-swap, so that at every level you gain a utility power from your class, you also gain one skill-power from one of your trained skills.
Likewise, although I might want to houserule some of them out (Navigate Crowds seems a bit much for a free new Power, frex).
 

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Endure Pain would be great for my Dwarven Fighter. Immediate Interrupt to get 5+Con Mod resistance to all damage until the end of my next turn? Heck yeah! You know how much damage I could soak up in that period of time?!

Invigorating Presence is also great. 10+Con Mod temporary hit points to all my allies?!
 


Faith Healing doesn't seem like it would be that useful either.

Faith Healing is keyed off of the Religion skill (give it to a Paladin, Warlock or Wizard*), and is effectively a slightly lesser version of Cure Light Wounds for non-Clerics.

I've had situations in my game where the the Cleric either isn't close enough or is the one down on the ground. Having a second character who can spit out an extra bit of automatic healing is always useful.



*Which makes me wonder... If a Wizard takes a Skill Power, does it replace both his Utilities at that level? Or just one?
 

I, for one, love these. They're fun alternatives to the class utility powers. A number of them give off nice flair and interesting little effects.

Color me happy... or magenta... Not sure crayola's patented happy, yet.
 




They are interesting, and like others have mentioned, I'm thinking I may work in some system to gain these without power swap.

I like it.
 


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