Blackdrop
2009-09-02, 01:49 AM
Skill Powers (http://www.wizards.com/default.asp?x=dnd/drfe/20090901)
Another reason I can't wait for PHB 3. These look pretty sweet.
Crosspost from the Wizard Community forums
Essentially, you can take these powers in place of any utility power from your class, so as long as you are trained in its corresponding skill. For example:
Agile Recovery, Acrobatics Utility 2
With a quick leap, you are back on your feet and ready to act.
At-Will, Minor Action, Personal
Effect: You stand up.
Welp, there go those Acrobat Boots.
Arcane Mutterings, Arcana Utility 2
You launch into a recitation of obscure lore on a subject to impress, cow, or trick your audience.
Encounter, Free Action, Personal
Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check
Effect: You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check.
Hooray for those boosting Arcana for Sage of Ages and whatnot.
Perfect Recall, History Utility 2
At-Will, Free Action, Personal
Trigger: You would make an Intelligence check
Effect: You make a History check in place of the Intelligence check.
Well, I guess you can combine this with Bracers of Mental Might to bust down a wall with the sheer power of history...
Anticipate Maneuver, Insight Utility 2
You read your opponent like an open book and outsmart it.
Encounter, Minor Action, Melee 1, Target: One creature
Effect: You make an Insight check opposed by a Bluff check that the target makes as a free action. If your check succeeds, the target grants combat advantage to you until the end of your next turn.
Reverse feinting. Free combat advantage for a melee character with high Wisdom isn't bad for a level 2 encounter utility.
Fast Hands, Thievery Utility 2
Your fingers blur as you manipulate objects faster than the eye can follow.
At-Will, Free Action (Special), Personal
Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item.
Special: You can use this power only once per round.
Too bad Disembodied Hands and Rakshasa Claws beat it.
Insightful Comment, Insight Utility 10
You assess the situation and offer words of advice that guide the conversation in a fruitful direction.
Encounter, Minor Action, Close burst 5
Target: You and each ally in burst
Effect: Until the end of your next turn, each target gains a bonus to Bluff checks, Diplomacy checks, and Intimidate checks equal to your Wisdom modifier.
This is an untyped bonus. This is an untyped bonus.
Snap Out of It, Intimidate Utility 10
A smack across the face brings your ally back to his or her senses.
Encounter, Minor Action, Melee touch
Target: One ally subject to a dazing, dominating, or stunning effect that a save can end
Effect: The target makes a saving throw against the effect.
Hilarious and actually pretty decent for a level 10 utility.
Conviction, Religion Utility 10
You whisper a prayer for aid to overcome hardship.
Encounter, Minor Action, Personal
Effect: You gain a +5 bonus to the next saving throw you make before the start of your next turn.
Fine enough.
What do y'all think?
Another reason I can't wait for PHB 3. These look pretty sweet.
Crosspost from the Wizard Community forums
Essentially, you can take these powers in place of any utility power from your class, so as long as you are trained in its corresponding skill. For example:
Agile Recovery, Acrobatics Utility 2
With a quick leap, you are back on your feet and ready to act.
At-Will, Minor Action, Personal
Effect: You stand up.
Welp, there go those Acrobat Boots.
Arcane Mutterings, Arcana Utility 2
You launch into a recitation of obscure lore on a subject to impress, cow, or trick your audience.
Encounter, Free Action, Personal
Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check
Effect: You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check.
Hooray for those boosting Arcana for Sage of Ages and whatnot.
Perfect Recall, History Utility 2
At-Will, Free Action, Personal
Trigger: You would make an Intelligence check
Effect: You make a History check in place of the Intelligence check.
Well, I guess you can combine this with Bracers of Mental Might to bust down a wall with the sheer power of history...
Anticipate Maneuver, Insight Utility 2
You read your opponent like an open book and outsmart it.
Encounter, Minor Action, Melee 1, Target: One creature
Effect: You make an Insight check opposed by a Bluff check that the target makes as a free action. If your check succeeds, the target grants combat advantage to you until the end of your next turn.
Reverse feinting. Free combat advantage for a melee character with high Wisdom isn't bad for a level 2 encounter utility.
Fast Hands, Thievery Utility 2
Your fingers blur as you manipulate objects faster than the eye can follow.
At-Will, Free Action (Special), Personal
Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item.
Special: You can use this power only once per round.
Too bad Disembodied Hands and Rakshasa Claws beat it.
Insightful Comment, Insight Utility 10
You assess the situation and offer words of advice that guide the conversation in a fruitful direction.
Encounter, Minor Action, Close burst 5
Target: You and each ally in burst
Effect: Until the end of your next turn, each target gains a bonus to Bluff checks, Diplomacy checks, and Intimidate checks equal to your Wisdom modifier.
This is an untyped bonus. This is an untyped bonus.
Snap Out of It, Intimidate Utility 10
A smack across the face brings your ally back to his or her senses.
Encounter, Minor Action, Melee touch
Target: One ally subject to a dazing, dominating, or stunning effect that a save can end
Effect: The target makes a saving throw against the effect.
Hilarious and actually pretty decent for a level 10 utility.
Conviction, Religion Utility 10
You whisper a prayer for aid to overcome hardship.
Encounter, Minor Action, Personal
Effect: You gain a +5 bonus to the next saving throw you make before the start of your next turn.
Fine enough.
What do y'all think?