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Power of Skill - is it as broken as I think it is?
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<blockquote data-quote="Orcus Porkus" data-source="post: 4896316" data-attributes="member: 76022"><p>This dude takes the two best at-wills, uses them on charge attacks and OA.</p><p>His charge attacks are like nothing the game has ever seen, by hitting, then shifting one square, and sliding the enemy 2 squares into his old square, knocking it prone with Polearm Momentum. That's a pretty nice start for a battle.</p><p>Or take a barbarian, who can abuse Rampage with those at-wills.</p><p>But I'm really most concerned about all the items and powers that grant basic melee attacks, and were not meant to allow them to be turned into at-wills. Just take a look at all those carefully worded powers that grant "melee basic attacks as an opportunity action" and obviously avoiding the term opportunity attack in order to make the well-known abuse with HBO polearm gamble etc impossible. With this feat that has changed. I'm sure we'll see many more worshippers of Corellon in the future. Yes, the parallel to Tempus is obvious.</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Wolfskind 14, level 14</p><p>Longtooth Shifter, Avenger|Cleric, Relentless Slayer</p><p>Hybrid Avenger: Hybrid Avenger Reflex</p><p>Hybrid Talent: Cleric Armor Proficiency</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 20, Con 12, Dex 16, Int 11, Wis 22, Cha 9.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 14, Con 11, Dex 15, Int 10, Wis 16, Cha 8.</p><p></p><p></p><p>AC: 29 Fort: 25 Reflex: 24 Will: 27</p><p>HP: 90 Surges: 8 Surge Value: 23</p><p></p><p>TRAINED SKILLS</p><p>Insight +19, Perception +19, Acrobatics +15, Athletics +19</p><p></p><p>UNTRAINED SKILLS</p><p>Arcana +7, Bluff +6, Diplomacy +6, Dungeoneering +13, Endurance +9, Heal +13, History +7, Intimidate +6, Nature +13, Religion +7, Stealth +9, Streetwise +6, Thievery +9</p><p></p><p>FEATS</p><p>Level 1: Weapon Proficiency (Urgrosh)</p><p>Level 2: Power of Skill</p><p>Level 4: Weapon Expertise (Spear)</p><p>Level 6: Gorebrute Charge</p><p>Level 8: Battle Awareness</p><p>Level 10: Powerful Charge</p><p>Level 11: Weapon Focus (Spear)</p><p>Level 12: Polearm Momentum</p><p>Level 14: Hybrid Talent</p><p></p><p>POWERS</p><p>Hybrid Avenger at-will 1: Overwhelming Strike</p><p>Hybrid Cleric at-will 1: Righteous Brand</p><p>Hybrid encounter 1: Divine Glow</p><p>Hybrid daily 1: Aspect of Might</p><p>Hybrid utility 2: Refocus Enmity</p><p>Hybrid encounter 3: Deadly Stride</p><p>Hybrid daily 5: Weapon of the Gods</p><p>Hybrid utility 6: Divine Favor</p><p>Hybrid encounter 7: Splinter the Formation</p><p>Hybrid daily 9: Divine Power</p><p>Hybrid utility 10: Avenger's Resolve</p><p>Hybrid encounter 13: Crimson Stride (replaces Splinter the Formation)</p><p></p><p>ITEMS</p><p>Magic Braidmail Armor +3, Rushing Cleats (heroic tier), Iron Armbands of Power (heroic tier), Amulet of Protection +3, Horned Helm (heroic tier), Vanguard Urgrosh +3, Cat Paws (heroic tier), Belt of Vigor (heroic tier), Symbol of Victory +2, Salve of Power (heroic tier)</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p></blockquote><p></p>
[QUOTE="Orcus Porkus, post: 4896316, member: 76022"] This dude takes the two best at-wills, uses them on charge attacks and OA. His charge attacks are like nothing the game has ever seen, by hitting, then shifting one square, and sliding the enemy 2 squares into his old square, knocking it prone with Polearm Momentum. That's a pretty nice start for a battle. Or take a barbarian, who can abuse Rampage with those at-wills. But I'm really most concerned about all the items and powers that grant basic melee attacks, and were not meant to allow them to be turned into at-wills. Just take a look at all those carefully worded powers that grant "melee basic attacks as an opportunity action" and obviously avoiding the term opportunity attack in order to make the well-known abuse with HBO polearm gamble etc impossible. With this feat that has changed. I'm sure we'll see many more worshippers of Corellon in the future. Yes, the parallel to Tempus is obvious. ====== Created Using Wizards of the Coast D&D Character Builder ====== Wolfskind 14, level 14 Longtooth Shifter, Avenger|Cleric, Relentless Slayer Hybrid Avenger: Hybrid Avenger Reflex Hybrid Talent: Cleric Armor Proficiency FINAL ABILITY SCORES Str 20, Con 12, Dex 16, Int 11, Wis 22, Cha 9. STARTING ABILITY SCORES Str 14, Con 11, Dex 15, Int 10, Wis 16, Cha 8. AC: 29 Fort: 25 Reflex: 24 Will: 27 HP: 90 Surges: 8 Surge Value: 23 TRAINED SKILLS Insight +19, Perception +19, Acrobatics +15, Athletics +19 UNTRAINED SKILLS Arcana +7, Bluff +6, Diplomacy +6, Dungeoneering +13, Endurance +9, Heal +13, History +7, Intimidate +6, Nature +13, Religion +7, Stealth +9, Streetwise +6, Thievery +9 FEATS Level 1: Weapon Proficiency (Urgrosh) Level 2: Power of Skill Level 4: Weapon Expertise (Spear) Level 6: Gorebrute Charge Level 8: Battle Awareness Level 10: Powerful Charge Level 11: Weapon Focus (Spear) Level 12: Polearm Momentum Level 14: Hybrid Talent POWERS Hybrid Avenger at-will 1: Overwhelming Strike Hybrid Cleric at-will 1: Righteous Brand Hybrid encounter 1: Divine Glow Hybrid daily 1: Aspect of Might Hybrid utility 2: Refocus Enmity Hybrid encounter 3: Deadly Stride Hybrid daily 5: Weapon of the Gods Hybrid utility 6: Divine Favor Hybrid encounter 7: Splinter the Formation Hybrid daily 9: Divine Power Hybrid utility 10: Avenger's Resolve Hybrid encounter 13: Crimson Stride (replaces Splinter the Formation) ITEMS Magic Braidmail Armor +3, Rushing Cleats (heroic tier), Iron Armbands of Power (heroic tier), Amulet of Protection +3, Horned Helm (heroic tier), Vanguard Urgrosh +3, Cat Paws (heroic tier), Belt of Vigor (heroic tier), Symbol of Victory +2, Salve of Power (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/QUOTE]
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Power of Skill - is it as broken as I think it is?
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