No real opinion on the Fort bonus, but I have to agree that Trow Wisdom is less then useful. (Actually, I don't think I've ever had reason to actually use it on my Trow Beacon.) Compared to using Haft Blow to deal damage, or Fend Off to protect an ally, a Healing ability to keep from loosing the encounter, or Trip to set someone up to be murdered by a Rogue, it just isn't worth the precious action you need to spend to use it, specially when, generally speaking, I've usually had pretty decent odds of hitting with the normal attack. Or at least I didn't miss much.
Worst of all, it doesn't even feel useful because you can't really see how it effects you. Since we can't see the actual rolls, no one can see how effective it actually is. Turned a fail into a success? As far as we can tell it's just a normal attack. Kept someone from hitting you? I don't know about other people, but I tend to skip watching the enemies phase and just plan my actions on the situation as is current on my turn, so I'd never know, and even if it did, a miss is a miss and that happens sometimes. It's impossible to tell if that was the bonus or not. (And speaking of attacks, we don't really know how defenses work so we can't even say for sure if it helps our defense or not, but if not and it only effects our actual action because there's no actual 'defense check' it's even more weaksauce in comparison to things like Defensive Posture which helps whenever we get attacked and not just on the single action we have left after we spend our lesser action on Troy Wisdom.)
Compared to 'Regain an Ability' type uniques like the Forgeborn and Nix have, or even Mezoar Camouflage, with it being a passive so you don't have to spend actions on it, Trow Wisdom is definitely the looser.
Last edited by Happerry
on Wed Dec 24, 2014 10:10 am, edited 1 time in total.