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| | Heroic Feats Descriptions F-M | |
| | Author | Message |
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Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: Heroic Feats Descriptions F-M Thu Oct 06, 2011 9:15 pm | |
| F:- Far Shot:
Prerequisite: Dex 13 Benefit: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
- Far Throw:
Prerequisite: Str 13 Benefit: When you use a thrown weapon such as a dagger or a javelin, increase both the normal range and the long range by 2 squares.
- Fast Runner:
Prerequisite: Con 13 Benefit: You gain a +2 bonus to speed when you charge or run.
- Ferocious Rebuke:
Prerequisites: Tiefling, infernal wrath racial power Benefit: When you use the infernal wrath power and hit with an attack, you can push the target 1 square in addition to any damage you deal.
- Ferocious Tiger Form:
Prerequisite: Druid, wild shape power Benefit: While you are in beast form, you gain a +2 bonus to damage rolls against enemies granting combat advantage to you.
- Fey Trickster:
Prerequisite: Gnome Benefit: You gain the wizard cantrips mage hand and prestidigitation as encounter powers.
- Focused Mind:
Benefit: You gain a +4 feat bonus to saving throws against dazing effects and stunning effects.
- Fanged Magic:
Prerequisite: Longtooth shifter, any arcane class Benefit: Each time you hit with a ranged arcane attack power while you are under the effect of your longtooth shifting racial power, one enemy adjacent to the target takes 2 damage. This damage increases to 4 at 11th level and to 6 at 21st level.
- Feyborn Charm:
Prerequisite: Eladrin or gnome, bard Benefit: When you use an arcane charm power, you gain a +1 feat bonus to attack rolls and damage rolls. The bonus increases to +2 at 15th level and to +3 at 25th level. You also gain a +1 feat bonus to Bluff checks and Diplomacy checks.
- Focusing Spellfury:
Prerequisite: Sorcerer Benefit: When you use a sorcerer at-will attack power and hit two or more enemies, you gain a +2 bonus to damage rolls with ranged and melee attack powers until the end of your next turn.
- Friendly Deception:
Prerequisite: Bard, words of friendship power Benefit: When you use words of friendship, you can apply the power bonus to a Bluff check instead of a Diplomacy check.
- Fearless Seeker:
Prerequisite: Goliath, ranger, Hunter's Quarry class feature Benefit: When your quarry hits you with a melee attack, you can use your stone's endurance racial power as an immediate interrupt.
- Feyborn Shroud:
Prerequisite: Int 13, gnome, warlord, inspiring word power Benefit: When you use inspiring word, the target gains concealment until the end of your next turn.
- Flank on the Run:
Prerequisite: Ranger, Running Attack class feature Benefit: Whenever you are adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square.
- Formation Fighting:
Prerequisite: Any martial class Benefit: Whenever you make an opportunity attack against an enemy, you gain a bonus to the attack roll and the damage roll equal to the number of your allies adjacent to that enemy.
- Furious Charge:
Prerequisite: Half-orc, ranger, Hunter's Quarry class feature Benefit: When you miss your quarry with a charge attack, you can expend your furious assault racial power to reroll the charge's attack roll. If the attack hits, you deal l [W] extra damage to your quarry.
- Fey Blades:
Prerequisites: Eladrin, fighter, Tempest Technique class feature Benefit: When you’re wielding two light blades, two heavy blades, or a heavy blade and a light blade, you gain a +1 bonus to damage rolls.
- Fey Command:
Prerequisites: Eladrin, warlord, Tactical Presence class feature Benefit: When an ally you can see spends an action point to make an attack, the ally can teleport 1 square before or after the attack.
- Feyborn Companion:
Prerequisites: Eladrin, ranger, Beast Mastery class feature Benefit: Your beast companion gains the fey origin, instead of the natural origin, and a +5 bonus to saving throws against charm effects. When you use your fey step racial power, your beast companion can teleport the same distance that you teleport.
- Fiendish Companion:
Prerequisites: Tiefling, ranger, Beast Mastery class feature Benefit: Your beast companion gains resistance to fire equal to 5 + one-half your level.
- Fading Spirit:
Prerequisite: Gnome. shaman Benefit: While you are hidden from a creature, your spirit companion is also hidden from that creature.
- Fearsome Charge:
Prerequisite: Barbarian. Rageblood Vigor class feature Benefit: When you hit with the charge attack granted by swift charge, you can push the target 1 square.
- Fearsome Host:
Benefit: You gain a +2 feat bonus to Intimidate checks. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of +5.
- Feral Fey Step:
Prerequisite: Eladrin, any primal class Benefit: The first time you are bloodied during an encounter, you can use your fey step racial power as an immediate reaction, even if you hay already used it during this encounter.
- Focus the Spirit Lives:
Prerequisite: Deva, any primal class Benefit: When you use your memory of a thousand lifetimes racial power to make a Nature check or an attack roll using a beast form or a spirit power, you add Id10 to the roll, rather than 1d6.
- Four Winds:
Benefit: You gain a +2 feat bonus to Athletics checks. This bonus increase' by] for each ally within 10 squares of you who has this feat, to a maximum of +5.
- Feral Advance:
Prerequisite: elf, battlemind, speed of thought power Benefit: when you use your speed of thought, use your dexterity modifier in place of your charisma modifier to determine how far you move.
- Feywild Advance:
Prerequisite: eladrin, battlemind, blurred step power Benefit: when you use your blurred step and have at least 1 power point, you can teleport a number of squares equal to your intelligence modifier (minimum 1 square) instead of shifting.
- Fluid Motion:
Prerequisite: monk Benefit: you gain a +1 feat bonus to speed. this bonus increases to +2 at 11th level.
Last edited by Leoinpharoh on Wed Oct 12, 2011 10:59 pm; edited 1 time in total | |
| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: G: Wed Oct 12, 2011 10:36 pm | |
| G:- Group Insight:
Prerequisite: Half-elf Benefit: You grant allies within 10 squares of you a +1 racial bonus to Insight checks and initiative checks.
- Goliath Greatweapon Prowess:
Prerequisite: Goliath Benefit: You gain proficiency with all simple and military two-handed melee weapons and a +2 feat bonus to damage rolls with such weapons. The bonus increases to +3 at 11th level and +4 at 21st level.
- Gorebrute Charge:
Prerequisite: Longtooth shifter Benefit: While you are under the effect of your longtooth shifting racial power, you gain a +3 bonus to damage rolls with charge attacks.
- Group Stealth:
Prerequisite: Gnome Benefit: Allies within 10 squares of you gain a +2 racial bonus to Stealth checks.
- Guaranteed Retribution:
Prerequisite: Avenger, Censure of Retribution class feature, oath of enmity power Benefit: When any enemy other than your oath of enmity target hits you, you gain a +1 feat bonus to attack rolls against your oath of enmity target until the end of your next turn.
- Goring Shove:
Prerequisite: Str 15, minotaur, goring charge racial power Benefit: Whenever you hit a target with your goring charge, you can also push that target 1 square.
- Grounding Shot:
Benefit: Your ranged attacks ignore the penalty for attacking prone targets and deal 2 extra damage against them.
- Gnome Phantasmist:
Prerequisite: Gnome, wizard Benefit: When you use an arcane illusion power, you gain a +1 feat bonus to attack rolls and damage rolls. The bonus increases to +2 at 15th level and to +3 at 25th level.
- Grasping Ensnarement:
Prerequisite: Sword mage, aegis of ensnarement power Benefit: When you use aegis of ensnarement to teleport an enemy, that enemy is also slowed until the end of your next turn.
- Gnome Weapon Training:
Prerequisite: Gnome, any martial class Benefit: You gain proficiency with simple and military hammers and picks and gain a +2 feat bonus to damage rolls with such weapons. This bonus increases to +3 at 11th level and +4 at 21st level.
- Goliath Crusher:
Prerequisite: Goliath, fighter Benefit: Whenever you use a mace to attack a creature marked by you, you treat the mace as having the high crit property.
- Goring Boar:
Prerequisite: Ranger, Beast Mastery class feature (boar) Benefit: Your beast companion gains a +2 bonus to saving throws. While your beast companion acts independently, it need not move adjacent to you but must remain within 10 squares of you. In addition, if it hits a creature with a charge attack, that creature is also pushed 2 squares away from the beast.
- Guide the Shot:
Prerequisite: Warlord Benefit: Whenever you grant an ally a ranged basic attack, that ally's attack ignores cover and concealment (but not superior cover or total concealment).
- Guiding Step:
Prerequisite: Elf, warlord Benefit: Whenever you use a power that lets your allies shift, they ignore difficult terrain during the shift.
- Group Assault:
Prerequisites: Half-elf, fighter Benefit: Allies gain a +1 bonus to damage rolls against targets marked by you.
- Group Quarry:
Prerequisites: Half-elf, ranger, Hunter’s Quarry class feature Benefit: Allies gain a +1 bonus to damage rolls against your quarry.
- Group Rattling:
Prerequisites: Half-elf, rogue, trained in Intimidate Benefit: Allies gain a +1 bonus to attack rolls against enemies that have a penalty to attack rolls as a result of your successful attack with a power that has the rattling keyword.
- Gestalt Anchor:
Prerequisite: kalashtar, ardent, ardent mantle class feature Benefit: you and allies within the radius of your ardent mantle gain a +2 bonus to initiative checks. the first time you drop to 0 power points during an encounter, allies within the radius of your ardent mantle gain a +2 bonus to all defenses until the end of your next turn.
- Group in Motion:
Prerequisite: half-elf, battlemind, speed of thought power Benefit: when you use your speed of thought, each ally adjacent to you can shift 1 square as a free action.
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: H: Wed Oct 12, 2011 10:37 pm | |
| H:- Halfling Agility:
Prerequisites: Halfling, second chance racial power Benefit: When you use your halfling second chance ability, the attacker takes a –2 penalty to the new attack roll.
- Harmony of Erathis:
Prerequisites: Channel Divinity class feature, must worship Erathis Benefit: You can invoke the power of your deity to use harmony of Erathis.
Channel Divinity: Harmony of Erathis Erathis brings harmony of purpose to like-minded allies.
Encounter ✦ Divine
Minor Action Ranged 10
Target: One ally
Effect: If you have at least three allies within range, grant one of those allies a +2 power bonus to the first attack roll he or she makes before the start of your next turn.
Special: You must take the Harmony of Erathis feat to use this power.
- Healing Hands:
Prerequisites: Paladin, lay on hands power Benefit: When you use the lay on hands power, the affected ally regains additional hit points equal to your Charisma modifier.
- Hellfire Blood:
Prerequisite: Tiefling Benefit: You gain a +1 feat bonus to attack rolls and damage rolls when you use a power that has the fire or fear keyword.
- Human Perseverance:
Prerequisite: Human Benefit: You gain a +1 feat bonus to saving throws.
- Hafted Defense:
Benefit: While wielding a polearm or a staff in two hands, you gain a +1 shield bonus to AC and Reflex.
- Hammering Iron:
Benefit: Whenever you hit a target with an opportunity attack using a hammer, you can also push that target 1 square.
- Headsman’s Chop:
Benefit: Whenever you hit a prone target with an axe or a heavy blade, the target takes 5 extra damage.
- Heartening Surge:
Prerequisite: Ardent, ardent sur8e power Benefit: The bonus that your ardent sur8e grants to either defenses or attack rolls increases by 1.
- Hybrid Talent:
Prerequisite: Hybrid character Benefit: You gain a hybrid talent option for one of your hybrid class entries. Special: You gain this feat at 11th level if you don't take a paragon path. If you gain this feat twice, you can't use it to choose an option that you already have.
- Harrying Raptor:
Prerequisite: Ranger, Beast Mastery class feature (raptor) Benefit: Your beast companion gains a +2 bonus to saving throws. While your beast companion acts independently, it need not move adjacent to you but must remain within 10 squares of you. In addition, if it hits a creature with a melee basic attack, that creature grants combat advantage until the end of your next turn.
- Hidden Pulse:
Prerequisite: Genasi, rogue, firepulse, Sneak Attack class feature Benefit: If you have combat advantage against the target of your firepulse racial power, you can deal your Sneak Attack damage to the target. This use doesn't count toward your use of Sneak Attack for this round.
- Hip Throw:
Prerequisite: Fighter, Brawler Style class feature Benefit: Whenever you score a critical hit with a grab attack or a martial power that allows you to grab a creature, you also knock that creature prone.
- Hobbling Strike:
Prerequisite: Ranger, Hunter's Quarry class feature Benefit: Whenever you would deal Hunter's Quarry damage, you can forgo one die of that damage to slow the target until the end of your next turn.
- Halfling Stalwart:
Prerequisites: Halfling, fighter Benefit: You gain a +1 bonus to attack rolls against Large or larger creatures marked by you.
- Human Beast Mastery:
Prerequisites: Human, ranger, Beast Mastery class feature Benefit: Your beast companion gains a +1 bonus to all defenses.
- Hunter of Wind and Wave:
Prerequisites: Genasi, ranger Benefit: When you use your swiftcurrent or windwalker racial power, add 2 squares to the distance the power allows you to move.
- Hunter’s Aim:
Prerequisites: Ranger, Hunter’s Quarry class feature Benefit: You don’t take the normal –2 penalty to attack rolls against your quarry if it has cover or concealment.
- Half-elf Spirit Speaker:
Prerequisite: Half-elf, any primal class Benefit: The first time you arc bloodied during an encounter, you and each ally within 10 squares of you gain a +1 bonus to all defenses until the end of your next turn. In addition, allies within 10 square of you gain a +1 racial bonus to Insight checks and nature checks.
- Herbalist:
Prerequisite: Trained in Dungeoneeri ng or Nature, trained in heal Benefit: You gain a +5 bonus to heal checks to treat disease. In addition, when you reach 5th level, you master the ritual Brew Potion and can perform it without a ritual book.
- Hide Armor Expertise:
Prerequisite: on 15, any primal class, proficiency with hide armor Benefit: While wearing hide armor, you cause your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
- Human Nature Lore:
Prerequisite: Human, any primal class Benefit: Whenever you make an Endurance check or a nature check, you can roll twice and use either result.
- Hurl Weapon:
Prerequisite: Barbarian Benefit: You can use anyone-handed off-hand weapon as a heavy thrown weapon. Normal range for weapons you wield this way is 5 squares, and long range is 10 squares.
- Harrying Step:
Prerequisite: battlemind, blurred step power, persistent harrier power Benefit: when you use your blurred step, you can teleport to any square adjacent to the triggering enemy instead of shifting.
- Haunted Darkness:
Prerequisite: drow, cloud of darkness racial power, psion Benefit: while you are inside your own cloud of darkness, your unaugmented psion at-will attack powers deal 3 extra psychic damage.
- Haunting Sounds:
Prerequisite: gnome, ghost sound power, psionic augmentation class feature Benefit: while you have at least 1 power point, you can use your ghost sound as an at-will power. When you use your ghost sound, you can spend 1 power point to gain combat advantage with your next attack made before the end ofyour turn against one enemy adjacent to the target object or square.
- Healing Fist:
Prerequisite: githzerai, monk Benefit: when you use your second wind, you gain a bonus to damage rolls equal to your wisdom modifier until the end of your next turn.
- Helpful Hint:
Prerequisite: halfling, psion, send thoughts power Benefit: whenever an ally you can see within 20 squares of you fails a saving throw, you can expend your send thoughts as a free action to allow the ally to reroll the saving throw.
- Human Ingenuity:
Prerequisite: human, psionic augmentation class feature Benefit: when you spend an action point to make an extra attack, you regain 1 power point.
- Improved Cunning Sneak:
Prerequisite: Rogue, Cunning Sneak class feature Benefit: When you make a Stealth check to become hidden using your Cunning Sneak class feature, you must end a move action at least 2 squares away from your starting position instead of3.
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: I: Wed Oct 12, 2011 10:38 pm | |
| I:- Improved Dark One’s Blessing:
Prerequisites: Con 15, warlock, infernal pact Benefit: Your Dark One’s Blessing now gives you 3 additional temporary hit points.
- Improved Fate of the Void:
Prerequisites: Con 13 or Cha 13, warlock, star pact Benefit: Your Fate of the Void grants an additional +1 bonus to the d20 roll.
- Improved Initiative:
Benefit: You gain a +4 feat bonus to initiative checks.
- Improved Misty Step:
Prerequisites: Int 13, warlock, fey pact Benefit: Your Misty Step now allows you to teleport an additional 2 squares.
- Inspired Recovery:
Prerequisites: Warlord, Inspiring Presence class feature Benefit: When an ally who can see you spends an action point to gain an extra standard action, that ally can roll a saving throw as a free action, adding your Charisma modifier to the roll.
- Ioun’s Poise:
Prerequisites: Channel Divinity class feature, must worship Ioun Benefit: You can invoke the power of your deity to use Ioun’s poise.
Channel Divinity: Ioun’s Poise Ioun grants strength of will to those she favors.
Encounter ✦ Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target gains a +5 power bonus to Will defense until the start of your next turn.
Special: You must take the Ioun’s Poise feat to use this power.
- Implement Expertise:
Benefit: Choose a type of implement. You gain a +1 bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level. Special: You can take this feat more than once. Each time you take this feat, choose a different type of implement.
- Improved Armor of Faith:
Prerequisite: Avenger, armor of faith power Benefit: While you are neither wearing heavy armor nor using a shield, you gain a +1 bonus to AC. The bonus increases to +2 at 11th level and +3 at 21st level.
- Improved Bull Rush:
Prerequisite: Str 13, Con 13 Benefit: When you use the bull rush action, you gain a +4 feat bonus to the attack roll. The bonus increases to +6 at 11th level and +8 at 21st level.
- Improved Dragon Soul:
Prerequisite: Sorcerer, Dragon Magic class feature Benefit: The resistance granted by your Dragon Soul increases by 2. The increase changes to 5 at 11th level and 10 at 21st level.
- Improved Grab:
Prerequisite: Str 13 Benefit: When you use the grab action, you gain a +4 feat bonus to the attack roll. The bonus increases to +6 at 11th level and +8 at 21st level.
- Improved Majestic Word:
Prerequisite: Bard, majestic word power Benefit: When you use majestic word, the target of the power gains temporary hit points equal to your Charisma modifier.
- Improved Rageblood Vigor:
Prerequisite: Barbarian, Rageblood Vigor class feature Benefit: You gain 5 additional temporary hit points from your Rageblood Vigor.
- Improved Roar of Triumph:
Prerequisite: Barbarian, Thaneborn Triumph class feature Benefit: When you use roar of triumph while raging, roar of triumph becomes a close burst 5 + your Charisma modifier, instead of a close burst 5, and you gain a +2 power bonus to weapon damage rolls until the end of your next turn.
- Insightful Preservation:
Prerequisite: Invoker, Covenant of Preservation class feature Benefit: When you use your preserver’s rebuke power, one ally hit by the triggering attack gains temporary hit points equal to 3 + your Intelligence modifier.
- Invigorating Pursuit:
Prerequisite: Avenger, Censure of Pursuit class feature, oath of enmity power Benefit: When you hit your oath of enmity target with a charge attack, you gain a +2 bonus to AC and damage rolls until the end of your next turn.
- Invoker Defense:
Prerequisite: Invoker Benefit: When you hit an enemy within 3 squares of you with an invoker power, you gain a +2 feat bonus to AC until the start of your next turn.
- Impending Victory:
Benefit: You gain a +1 bonus to attack rolls with at-will powers against bloodied creatures.
- Improved Aspect of Nature:
Prerequisite: Wilden, Nature's Aspect racial trait Benefit: When you use your voya8e of the ancients racial power, you can teleport 2 additional squares. You gain a +2 bonus to the attack roll granted by your wrath of the destroyer racial power. When you use your pursuit of the hunter racial power, you can shift 2 additional squares.
- Improved Inevitable Shot:
Prerequisite: Seeker, inevitable shot power Benefit: When you make the ranged basic attack granted by your inevitable shot, the attack ignores cover and concealment, but not superior cover or total concealment.
- Improved Monk Unarmed Strike:
Prerequisite: Monk, Unarmed Combatant class feature Benefit: The damage die of your monk unarmed strike becomes 1d10, instead of 1d8.
- Improved Speed of Thought:
Prerequisite: Battlemind, speed of thought power Benefit: When you use your speed of thought, you can move 2 additional squares.
- Inescapable Shot:
Prerequisite: Seeker, inevitable shot power Benefit: When you use your inevitable shot, you can make the ranged basic attack against an enemy within 10 squares of the creature you missed, instead of an enemy within 5 squares.
- Iron Resolve of Zerthadlun:
Prerequisite: Githzerai Benefit: While you have at least 1 power point, you gain a +2 feat bonus to saving throws.
- Immortal Warding:
Prerequisite: Deva, swordmage, Sword mage Warding class feature Benefit: Your Swordmage Warding remains active even while you are unconscious. Add the bonus to AC granted by your Swordmage Warding to the necrotic resistance and radiant resistance granted by your Astral Resistance racial trait.
- Improved Swordmage Warding:
Prerequisite: Dex 13, swordmage, Sword mage Warding class feature Benefit: While you are wearing cloth armor, leather armor, or no armor, the bonus to AC from your Swordmage Warding increases by 1.
- Infernal Clamor:
Prerequisite: Tiefling, bard Benefit: When you use your infernal wrath racial power, each of your allies who can see you gains a +1 power bonus to his or her next attack roll against the enemy that hit you.
- Infuriating Escape:
Prerequisite: Halfling, bard Benefit: When you use your second chance racial power and the enemy's second attack roll misses you, that enemy grants combat advantage to the next one of your allies that attacks it before the end of your next turn.
- Improved Insight:
Prerequisite: Warlord, Insightful Presence class feature Benefit: When an ally benefits from your Insightful Presence class feature, that ally can forgo the normal bonus to all defenses to instead gain a bonus to a single defense equal to your Charisma or Wisdom modifier until the end of your next turn.
- Improved Skirmishing:
Prerequisite: Warlord, Skirmishing Presence class feature Benefit: When an ally who can see you spends an action point to attack, that ally gains a +1 bonus to attack rolls for that attack.
- Inescapable Hold:
Prerequisite: Fighter, Brawler Style class feature Benefit: Whenever an enemy grabbed by you attempts to escape your grab, it must make its escape check against your Fortitude even if it uses Acrobatics.
- Infernal Might:
Prerequisite: Tiefling, any martial class Benefit: When you use your infernal wrath racial power, if your next attack is a martial weapon power, it deals I[W] extra damage. This extra damage increases to 2[W] at 11th level and 3[W] at 21st level.
- Inspirational Attacker:
Prerequisite: Warlord, inspiring word power Benefit: The target of your inspiring word regains additional hit points equal to your Strength modifier if it is adjacent to an enemy you have hit during this turn.
- Inspiring Breath:
Prerequisite: Dragonborn, warlord Benefit: When you hit an enemy using your dragon breath racial power, your allies gain a +5 bonus to damage rolls against that enemy until the end of your next turn.
- Improved Bravura:
Prerequisites: Warlord, Bravura Presence class feature Benefit: When an ally uses your Bravura Presence, that ally gains either a +1 bonus to the attack roll or a +1 bonus to speed for the move action (the ally’s choice).
- Improved Inspiration:
Prerequisites: Warlord, Inspiring Presence class feature Benefit: Your Inspiring Presence restores an additional 2 hit points.
- Improved Inspiring Word:
Prerequisite: Warlord Benefit: Add your Charisma modifier to the hit points restored by your inspiring word.
- Improved Resources:
Prerequisites: Warlord, Resourceful Presence class feature Benefit: Add 2 to the damage bonus and the temporary hit points granted by your Resourceful Presence.
- Improved Tactics:
Prerequisites: Warlord, Tactical Presence class feature Benefit: Add 1 to the attack roll bonus granted by your Tactical Presence.
- Improved Vigor:
Prerequisites: Fighter, trained in Endurance Benefit: You gain 1 additional temporary hit point each time you gain temporary hit points from a power that has the invigorating keyword. If you have the Battlerager Vigor class feature, this benefit also applies to the temporary hit points gained from it. At 11th level, this bonus increases to 2 additional temporary hit points. At 21st level, this bonus increases to 3 additional temporary hit points.
- Inspired Defense:
Prerequisites: Human, warlord Benefit: When you use inspiring word, the target also gains a +1 power bonus to all defenses until the start of your next turn.
- Inspired Tactics:
Prerequisites: Half-elf, warlord, Inspiring Presence class feature Benefit: When an ally who can see you spends an action point to make an attack, that ally gains a +1 bonus to the attack roll.
- Into the Fray:
Prerequisites: Rogue, First Strike class feature Benefit: During the surprise round and the first round of an encounter, you gain a +1 bonus to your speed and to your melee attack rolls.
- Impaling Thrust:
Prerequisite: Warden Benefit: Whenever you score a critical hit with a heavy blade or a spear, you can choose to treat the critical hit as a normal hit. If you do so, the target is immobilized until the start of your next turn.
- Improvised Missle:
Prerequisite: Barbarian Benefit: You can use improvised melee weapons (not including unarmed attacks) as heavy thrown weapons with a normal range of 5 squares and a long range of 10 squares. In addition, whenever you use an improvised melee weapon this way, you gain a +2 feat bonus to attack rolls and damage rolls.
- Inner Compass:
Prerequisite: Trained in Dungeoneering or Nature Benefit: You always know which way is north. When making a Dungeoneering check or a Nature check to find your way in a natural environment, you can roll twice and use either result.
- Invigorating Spirit:
Prerequisite: Shaman, healing spirit power Benefit: When you use healing spirit, each ally adjacent to your spirit companion can shift 1 square as a free action.
- Immovable Resilience:
Prerequisite: battlemind, battle resilience power Benefit: when you use your battle resilience, you can ignore forced movement until the end of your next turn.
- Jo’s Roar:
Prerequisite: dragonborn, dragon breath racial power, any psionic class Benefit: any target hit by your dragon breath attack gains vulnerable 5 psychic until the end of your turn.
- iron parry:
Prerequisite: monk, iron soul class feature Benefit: when you are wielding a weapon (other than your monk unarmed strike), wearing cloth armor or no armor, and not using a shield, you gain a +1 bonus to ac.
- Iron Trap:
Prerequisite: githzerai, iron mind racial power, battlemind Benefit: when an attack misses you because of the bonus to all defenses granted by your iron mind, you mark the triggering attacker and gain combat advantage against it until the end of your next turn.
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: J: Wed Oct 12, 2011 10:39 pm | |
| J:- Jack of All Trades:
Prerequisite: Int 13 Benefit: You gain a +2 feat bonus to all untrained skill checks.
- Jagged Force:
Prerequisite: shardmind, psion Benefit: you gain a +2 feat bonus to damage rolls with force powers. this bonus increases to +3 at 11th level and +4 at 21st level.
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: K: Wed Oct 12, 2011 10:40 pm | |
| K:- Kord’s Favor:
Prerequisites: Channel Divinity class feature, must worship Kord Benefit: You can invoke the power of your deity to use Kord’s favor.
Channel Divinity: Kord’s Favor Kord favors a strong hit in combat with healing.
Encounter ✦ Divine, Healing
Free Action Ranged 5
Trigger: You or an ally within range scores a critical hit with a melee attack
Effect: You or the ally can spend a healing surge.
Special: You must take the Kord’s Favor feat to use this power.
- Keeper of Storm:
Prerequisites: Genasi, fighter, Combat Challenge class feature Benefit: If you are manifesting stormsoul when you make a melee basic attack granted by Combat Challenge, you can choose for the attack to deal thunder damage or lightning damage instead of its normal damage type.
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: L: Wed Oct 12, 2011 10:41 pm | |
| L:- Lethal Hunter:
Prerequisites: Ranger, Hunter’s Quarry class feature Benefit: The extra damage dice from your Hunter’s Quarry class feature increase from d6s to d8s.
- Light Step:
Prerequisite: Elf Benefit: For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your traveling group. Add 5 to the DC required to find or follow your tracks. If traveling with allies, you can share this benefit with up to five other characters. You gain a +1 feat bonus to Acrobatics checks and Stealth checks.
- Linguist:
Prerequisite: Int 13 Benefit: Choose three languages. You can now speak, read, and write those languages fluently. Special: You can take this feat more than once. Each time you select this feat, choose three new languages to learn.
- Long Jumper:
Prerequisite: Trained in Athletics Benefit: You can make all long jumps as if you had a running start. You also gain a +1 feat bonus to Athletics checks.
- Lost in the Crowd:
Prerequisite: Halfling Benefit: You gain a +2 bonus to AC when you are adjacent to at least two enemies larger than you.
- Liberating Shard Storm:
Prerequisite: Shardmind, shard swarm racial power Benefit: When you use your shard swarm, you can also make a saving throw.
- Low Crawl:
Benefit: You can shift while prone.
- Lucky Start:
Benefit: If your initiative is the highest of any combatant's at the start of an encounter, when you make your first attack roll of the encounter you can roll twice and use either result.
- Lure of Iron:
Prerequisite: Battlemind, mind spike power Benefit: You can slide the target of your mind spike 1 square.
- Lend Strength:
Prerequisite: Warlord Benefit: Whenever you grant an ally a basic attack against an enemy that is adjacent to you, the ally gains a +2 bonus to the attack's damage roll.
- Lethal Hammering Training:
Prerequisite: Dwarf, rogue Benefit: You can use a warhammer or a throwing hammer with Sneak Attack or any rogue power that normally requires a light blade.
- Longtooth Fury:
Prerequisite: Longtooth shifter, fighter Benefit: While you are under the effect of your lon8tooth shiftin8 racial power, you gain a +4 bonus to damage rolls against creatures marked by you instead of +2.
- Leading Fire:
Prerequisites: Elf, warlord, Combat Leader class feature Benefit: When you hit an enemy with a bow attack, each ally within 10 squares of you who can see and hear you gains a +1 bonus to ranged attack rolls against the attack’s target until the start of your next turn.
- Lend Might:
Prerequisite: Warlord Benefit: When an ally makes an attack granted by one of your warlord powers to attack an enemy adjacent to you, that ally gains a +1 bonus to the attack roll.
- Lingering Wrath:
Prerequisites: Tiefling, fighter, Combat Challenge class feature Benefit: When you use the infernal wrath racial power against an enemy marked by you, you gain the bonuses from infernal wrath against that enemy until it is no longer marked by you.
- Longsword Finesse:
Prerequisites: Eladrin, rogue Benefit: You can wield a longsword to deal Sneak Attack damage and to use rogue powers that require a light blade (you still cannot throw the longsword). You reduce Sneak Attack damage by one die when using a longsword.
- Lucky Skirmisher:
Prerequisites: Halfling ranger or halfling rogue Benefit: When you run, enemies making opportunity attacks against you during that movement must roll twice and take the lower result.
- Lifespirit Vigor:
Prerequisite: Warden, Lifespirit class feature Benefit: You can grant a saving throw to a second ally within 5 squares of you when you use your second wind.
- Longtooth Spirit Shifter:
Prerequisite: Longtooth shifter, any primal class Benefit: While you are under the effect of your longtooth shifting racial power, the regeneration you gain increases by 2.
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: M: Wed Oct 12, 2011 10:42 pm | |
| M:- Melora’s Tide:
Prerequisites: Channel Divinity class feature, must worship Melora Benefit: You can invoke the power of your deity to use Melora’s tide.
Channel Divinity: Melora’s Tide Melora sends a tide of healing energy to aid you or a bloodied friend.
Encounter ✦ Divine, Healing
Minor Action Ranged 5
Target: You or one ally; bloodied target only
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied. (If you are 11th level or higher, this power grants regeneration 4 instead. If you are 21st level or higher, this power grants regeneration 6 instead.)
Special: You must take the Melora’s Tide feat to use this power.
- Moradin’s Resolve:
Prerequisites: Channel Divinity class feature, must worship Moradin Benefit: You can invoke the power of your deity to use Moradin’s resolve.
Channel Divinity: Moradin’s Resolve Moradin’s blessing puts the small on more equal footing with the large.
Encounter ✦ Divine
Minor Action Personal
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large or larger creatures.
Special: You must take the Moradin’s Resolve feat to use this power.
- Mounted Combat:
Benefit: When you ride a creature, you gain access to any special mount abilities it confers to its rider. Not every creature has these abilities. While you are riding a creature, the creature can make any Athletics, Acrobatics, Endurance, or Stealth checks using your base skill check bonus rather than its own if yours is higher.
- Markings of the Blessed:
Prerequisite: Goliath Benefit: The first time you make a saving throw during each encounter, you can roll twice and use either result.
- Markings of the Victor:
Prerequisite: Goliath Benefit: The first time you make an attack roll during each encounter, you can roll twice and use either result.
- Melee Training:
Benefit: Choose an ability other than Strength. When you make a melee basic attack using a weapon you are proficient with, you can use that ability instead of Strength for the attack roll and the damage roll.
- Mantle of Readiness:
Prerequisite: Ardent, Ardent Mantle class feature Benefit: During surprise rounds and the first nonsurprise round of any encounter, you and each ally who starts his or her turn within the radius of your Ardent Mantle gain a +2 bonus to speed.
- Miryath's First Strike:
Prerequisite: Wis 13, githzerai Benefit: The first time you hit a creature that has not yet acted during the encounter, that creature takes extra psychic damage equal to 1 + your Dexterity or Wisdom modifier. The extra damage increases to 2 + your Dexterity or 'Wisdom modifier at 11th level and 3 + your Dexterity or Wisdom modifier at 21st level.
- Magic of the Ages:
Prerequisite: Deva, any arcane class Benefit: When you use your memory of a thousand lifetimes racial power to add to the attack roll of an arcane power, you gain a +1 bonus to the triggering roll.
- Magic of the Mists:
Prerequisite: Gnome, any arcane class Benefit: When you use your fade away racial power, making an attack with an arcane power does not end the effect.
- Mountain Hammer Spellcasting:
Prerequisite: Goliath, any arcane class Benefit: When you use your stone's endurance racial power, your arcane powers ignore your enemies' resistances until the end of your next turn.
- Manticore’s Fury:
Prerequisite: Ranger Benefit: When you hit an enemy with a melee attack, you gain a +2 bonus to the damage roll of the next ranged attack you make against that enemy before the end of your next turn. When you hit an enemy with a ranged attack, you gain a +2 bonus to the damage roll of the next melee attack you make against that enemy before the end of your next turn. This bonus increases to +4 at 11th level and +6 at 21st level.
- Marked Fury:
Prerequisite: Fighter Benefit: If an adjacent enemy that is marked by you makes an attack that doesn't include you as a target, it takes a penalty to the attack roll equal to either -2 or the number of enemies adjacent to you, whichever is worse. This penalty replaces the normal penalty for having a creature marked.
- Martial Adaptation:
Prerequisite: Any martial class Benefit: When you take this feat, choose one martiaI daily attack power of your level or lower from your class. After an extended rest, you can swap the chosen power for a martial daily attack power you know of the same level. You can substitute the original power back in after another extended rest.
- Martial Dilerrante:
Prerequisite: Half-elf, any martial class Benefit: If the power you gained from your Dilettante racial trait is a martial power, you can use it twice per encounter.
- Martial Flexibility:
Prerequisite: Any martial class Benefit: When you take this feat, choose one martial utility power of your level or tower from your class. After an extended rest, you can swap the chosen power for a martial utility power you know of the same level. You can substitute the original power back in after another extended rest.
- Martial Ploy:
Prerequisite: Any martial class Benefit: When you use aid another on an ally's weapon attack roll, the ally can roll twice and use either result. This effect replaces the normal +2 bonus to the attack roll. An ally can benefit from this feat only once per attack.
- Martial Readiness:
Prerequisite: Any martial class Benefit: When you take this feat, choose one martial at-will attack power of your level or lower from your class. After an extended rest, you can swap the chosen power for a martial at-will attack power you know ofthe same level. You can substitute the original power back in after another extended rest.
- Martial Versatility:
Prerequisite: Any martial class Benefit: When you take this feat, choose one martial encounter attack power of your level or lower from your class. After an extended rest, you can swap the chosen power for a martial encounter attack power you know of the same level. You can substitute the original power back in after another extended rest.
- Mauling Bear:
Prerequisite: Ranger, Beast Mastery class feature (bear) Benefit: Your beast companion gains a +2 bonus to saving throws. While your beast companion acts independently, it need not move adjacent to you but must remain within 10 squares of you. In addition, if it hits a creature with a melee basic attack, it also grabs that creature.
- Memory of a Thousand Battles:
Prerequisite: Deva, fighter Benefit: When you miss every target with a reliable fighter power, you can expend your memory ofa thousand lifetimes racial power to reroll every attack roll.
- Menacing Thug:
Prerequisite: Half-orc, rogue Benefit: Whenever you use your furious assault racial power, the enemy you hit grants combat advantage to you until the end of your next turn.
- Martial Alacrity:
Prerequisites: Dex 15, any martial class Benefit: You gain a +2 feat bonus to initiative checks. Also, during your first turn in an encounter, you can shift as a minor action
- Martial Freedom:
Prerequisites: Wis 13, any martial class, trained in Endurance Benefit: You gain a +5 bonus to saving throws against the slowed and immobilized conditions.
- Master of Rumbling Earth:
Prerequisites: Genasi, fighter Benefit: You gain a +1 bonus to attack rolls with your earthshock racial power, and you deal damage equal to your Strength modifier to enemies knocked prone by the power.
- Manifest Healer:
Prerequisite: Genasi, any primal class Benefit: When you use a genasi raciaI power, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and 15 at 21st level. If you have two or more elemental manifestations, the temporary hit points increase by 5.
- Markings of the Elements:
Prerequisite: Goliath, any primal class Benefit: Whenever you use your stone's endurance racial power, you can choose cold, fire, lightning, poison, radiant, or thunder. If you do so, you gain resistance to that damage type instead of resistance to all damage, and the resistance increases by 5.
- Markings of the Predator:
Prerequisite: Goliath, any primal class Benefit: When you bloody a creature, you gain a +1 bonus to all defenses until the end of your next turn.
- Midnight Stalker:
Benefit: You gain a +2 feat bonus to Stealth checks. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of+5.
- Mantile of Understanding:
Prerequisite: ardent, ardent mantle class feature Benefit: when you make a save, allies within the radius of your ardent mantle gain a +2 bonus to saving throws until the start of your next turn.
- Martyr’s Surge:
Prerequisite: ardent, ardent surge power Benefit: when you use your ardent surge while bloodied, the hit points regained by the target increase by 1d6.
- Mindlink:
Prerequisite: psion, send thoughts power Benefit: when you use your send thoughts, your psion attacks against the target ignore concealment and cover until the end of the encounter, or until you or the target drops to 0 hit points or fewer.
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