Power of Skill - is it as broken as I think it is?

Wait a minute, why are both builds and almost all combinations of yours targeted at Hybrids? For one thing, I'm not sure what a hybrid really entails. For another, though, maybe THAT's your problem and not Power of Skill. Can you put together an example case of brokenness or abuse with Power of Skill that doesn't involve Hybrids?

By the way, how many deities of the skill domain are there? My search brought up only three: Bane, Corellon, and Ioun.

I'll point out that getting an at-wil at the end of a charge isn't really that big of a deal when you're a cleric. Getting an encounter/daily at the end of a charge--now, that's a big deal. Even an at-will on an OA isn't too outstanding, though it should be nicer than not having one. The caveats on that are that it must be melee (so no twin strike) and it must be against the creature who provoked (so bursts, etc. don't apply to anyone else).
 

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Hybrid simply allows for the easiest access to at-wills from different classes. But at the end of the day this definitely makes my list of "stuff not allowed in my campaigns" on the pile with dragonmark feats and double weapons.
 

How about a half-elf single classed, not hybrid... can pick up an extra "at-will" from the list as an encounter MBA for heroic, and then at 11th get versatile master to have it as an extra at will MBA. If the character is a hybrid anyway, that gives them a third option for MBA (as an encounter in heroic, at-will in paragon).

Even still, with just a single classed non half-elf, you can have one of four at-will powers as your MBA... this affects OAs, Charge attacks (fey charger builds), and certain weapon powers (far slayer - though this is apparently outshined by the new weapon in AV2 which is farslayer for any melee power, not just MBAs).

I still don't think it is broken... it does require worshipping a specific deity, which in some campaigns may be impossible or hard to account for (depending upon DM), and even in situations where that doesn't have an impact (LFR for example), you aren't going to break the game with just this feat - it will require trying to make a broken build... which if you are attempting, well you'd find a way to do it anyway. You can make a broken build from so many not broken (in general) elements.
 




As to the brokenness of the feat itself, the standout is righteous brand (which a number of people already think is a problem). The other at-wills don't pack quite so much of a punch:

Overwhelming strike allows you to shift 1 square and slide the target 1 square into the space you vacated.

Divine bolts targets 1 or 2 creatures and deals 1d6 + Wis mod lightning damage (only better than magic missile because it can target two opponents).

Valiant strike grants you a +1 bonus to the attack roll for each adjacent enemy - and the Law of Conservation of Ninjitsu usually applies in 4e. ;)
 

The brokenness of it is limited because at-wills by their nature are intended to be not powerful. So, any claim to brokenness by this feat will be largely attributed to uber at-wills. Essentially, an at-will is a slightly beefed up MBA or RBA. If one at-will is far stronger than another then you can't blame this feat as a consequence of the at-will's brokenness.

Melee Basic Attack. ;)
Someone needs to update the ENWorld acronym list, or people need to stick to it! :lol:
 

OK the feat might not be broken. But it seems overpowered. Fine with me, I have fun creating these builds.

This fellow is an Eladrin Fey Charger with Greatspear, who also takes fighter daily powers that grant free melee basic attacks throughout the encounter (Hounding Longarm, Piquing Dare), which can all be turned into painful Righteous Strikes with reach. He also uses Righteous Brand for Combat Challenge and Superiority attacks.

Furthermore, he uses Swift Spear (Dragon 378, "Fighter Essentials") which slides enemies 1 square on OA. With Rushing Cleats that's 2, and Polearm Momentum rounds it up by knocking them prone.

As Icing on the Cake, Polearm Gamble, and Gloves of Antipathy so the crawling thugs stay put.

He also qualifies for 3 attacks on Rain of Blows.

Fey Charge for more fun when charging.

Level 16 feat would be Feywild Protection.

Level 15 daily would be Quicksilver Stance.

He probably should take Footwork Lure as the fighter at-will since he can knock the target prone on a hit with the Cleats and Polearm Momentum.

====== Created Using Wizards of the Coast D&D Character Builder ======
eladrin power of skill fighter cleric 14, level 14
Eladrin, Fighter|Cleric
Hybrid Talent: Combat Superiority

FINAL ABILITY SCORES
Str 22, Con 11, Dex 16, Int 11, Wis 16, Cha 12.

STARTING ABILITY SCORES
Str 18, Con 10, Dex 12, Int 8, Wis 13, Cha 11.


AC: 28 Fort: 27 Reflex: 23 Will: 25
HP: 89 Surges: 8 Surge Value: 22

TRAINED SKILLS
Thievery +16, Athletics +19, Heal +16, Insight +16, Endurance +13

UNTRAINED SKILLS
Acrobatics +10, Arcana +9, Bluff +8, Diplomacy +8, Dungeoneering +10, History +9, Intimidate +8, Nature +10, Perception +10, Religion +7, Stealth +10, Streetwise +8

FEATS
Level 1: Power of Skill
Level 2: Eladrin Soldier
Level 4: Weapon Expertise (Spear)
Level 6: Swift Spear
Level 8: Hybrid Talent
Level 10: Powerful Charge
Level 11: Polearm Gamble
Level 12: Polearm Momentum
Level 14: Fey Charge

POWERS
Hybrid Cleric at-will 1: Righteous Brand
Hybrid Fighter at-will 1: Brash Strike
Hybrid encounter 1: Healing Strike
Hybrid daily 1: Avenging Flame
Hybrid utility 2: Cure Light Wounds
Hybrid encounter 3: Rain of Blows
Hybrid daily 5: Hounding Longarm
Hybrid utility 6: Settling the Score
Hybrid encounter 7: Come and Get It
Hybrid daily 9: Piquing Dare
Hybrid utility 10: Mass Cure Light Wounds
Hybrid encounter 13: Storm of Blows (replaces Healing Strike)

ITEMS
Eladrin Braidmail Armor +3, Vanguard Greatspear +3, Rushing Cleats (heroic tier), Antipathy Gloves (heroic tier), Horned Helm (heroic tier), Iron Armbands of Power (heroic tier), Amulet of Physical Resolve +3, Belt of Lucky Strikes (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 
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Power of Skill is pretty fantastic, but I'm not convinced it's OP. Overwhelming Strike has the biggest abuse potential with charges and Mark of Passage (and maybe boots of adept charging), but it's just a bit of extra control and mobility, not like it's locking down an enemy or anything. It's better than getting Melee Training for the Avenger, which I see more or less as a feat tax, so this feat actually gives a real benefit.

Yes it's powerful, but at least it's not boring like 90% of the feats I see people picking up out there with superior weapon, focus, expertise, leather armor, etc. Anything that lets me do something other than moar pluses to hit, damage, or defense, is a good feat in my book.
 

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