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| | Heroic Feats Descriptions N-V | |
| | Author | Message |
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Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: Heroic Feats Descriptions N-V Thu Oct 06, 2011 9:41 pm | |
| N:- Nimble Blade:
Prerequisite: Dex 15 Benefit: When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls.
- Nimble Runner:
Benefit: When you run, you gain a +2 bonus to Reflex until the start of your next turn, and running doesn't cause you to grant combat advantage.
- Nimble Spellcaster:
Prerequisite: Halfling, Dex 13, any arcane class Benefit: When you use an area arcane power, you do not provoke opportunity attacks from the creatures you target with that power.
- Nimble Dodge:
Prerequisite: Halfling, any martial class Benefit: When you make an enemy reroll an attack roll using your second chance racial power, the enemy takes a -5 penalty to the second attack roll and can't score a critical hit on that roll.
- Nimble Companion:
Prerequisites: Halfling, ranger, Beast Mastery class feature Benefit: Your beast companion gains a +2 bonus to AC against opportunity attacks. When an attack hits your beast companion, you can use your second chance racial power on the beast’s behalf.
- Nature’s Sentinel:
Prerequisite: wilden, nature’s Aspect racial trait, battlemind, battlemind’s demand power, blurred step power, mind spike power Benefit: some of your powers gain an additional Benefit depending on your current nature’s Aspect. Aspect of the ancients: when you use your blurred step, you shift 1 extra square Aspect of the destroyer: when you use your mind spike, the target takes extra damage equal to your wisdom modifier. Aspect of the hunter: when you use your battle mind’s demand, you can target one additional creature in the burst.
Last edited by Leoinpharoh on Wed Oct 12, 2011 11:16 pm; edited 2 times in total | |
| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: O: Wed Oct 12, 2011 11:02 pm | |
| O:- Oncoming Storm:
Benefit: When you hit with any lightning attack power, you gain a +1 bonus to attack rolls with thunder powers until the end of your next turn.
- Opportunistic Shove:
Benefit: When making an opportunity attack, you can bull rush in place of a melee basic attack. On a hit, the target also grants combat advantage until the start of your next turn.
- Orbiting Object:
Prerequisite: Psion, far hand power Benefit: While the target of your far hand is either in your space or adjacent to you, you can sustain the power as a free action on your turn.
- Opportunity Knocks:
Prerequisite: Rogue Benefit: Whenever you hit with an opportunity attack. or when an enemy misses you with an opportunity attack, the enemy you hit or the enemy that missed you grants combat advantage to you until the end of your next turn.
- Overrun Critical:
Prerequisite: Any martial class Benefit: Whenever you score a critical hit against an enemy with a charge attack, you can push that enemy 1 square and knock it prone.
- Offensive Resilience:
Prerequisites: Dex 13, Wis 13, fighter Benefit: When you are bloodied and use second wind, you gain a +1 bonus to attack rolls until the end of your next turn.
- Opportunistic Accuracy:
Prerequisites: Wis 13, elf, fighter Benefit: If you use your elven accuracy racial power to reroll an opportunity attack and the second roll misses, you do not expend the power.
- Outraged Vengeance:
Prerequisite: ardent, ardent outrage power Benefit: allies gain a +2 bonus to damage rolls against any target granting combat advantage from your ardent outrage power.
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: P: Wed Oct 12, 2011 11:05 pm | |
| P:- Pelor’s Radiance:
Prerequisites: Channel Divinity class feature, must worship Pelor Benefit: You can invoke the power of your deity to use Pelor’s radiance.
Channel Divinity: Pelor’s Radiance When undead creatures abound, Pelor’s radiance shines to aid the faithful.
Encounter ✦ Divine, Implement, Radiant
Standard Action Close burst 1 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d12 + Wisdom modifier radiant damage, and the target is stunned until the end of your next turn. (Increase damage to 2d12 at 5th level, 3d12 at 11th, 4d12 at 15th, 5d12 at 21st, and 6d12 at 25th.)
Special: You must take the Pelor’s Radiance feat to use this power.
- Potent Challenge:
Prerequisites: Con 15, fighter, Combat Challenge class feature Benefit: If you hit a foe with an attack granted by your Combat Challenge class feature, add your Constitution modifier to the damage roll.
Special: This benefit applies only to attacks made with two-handed weapons.
- Power Attack:
Prerequisite: Str 15 Benefit: When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon). This extra damage increases by level, as shown on the table below, but the attack penalty remains the same. Level | Extra Damage (Two-Handed Weapon) | 1st–10th | +2(+3) | 11th–20th | +4(+6) | 21st–30th | +6(+9) |
- Powerful Charge:
Prerequisite: Str 13 Benefit: When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.
- Precise Hunter:
Prerequisites: Wis 15, ranger, Hunter’s Quarry class feature Benefit: When you score a critical hit against the target of your Hunter’s Quarry with a ranged attack, your allies gain a +1 bonus to attack rolls against that target until the start of your next turn.
- Press the Advantage:
Prerequisites: Cha 15, rogue Benefit: If you score a critical hit while you have combat advantage, you gain combat advantage against the target until the end of your next turn.
- Potent Rebirth:
Prerequisite: Deva Benefit: When you drop to 0 hit points or fewer, you gain a +2 bonus to attack rolls and damage rolls until the end of the encounter.
- Primal Fury:
Prerequisite: Druid, Primal Predator class feature Benefit: You gain a +1 bonus to attack rolls with primal powers against bloodied enemies.
- Primal Instinct:
Prerequisite: Druid, Primal Guardian class feature Benefit: When you roll initiative at the start of any encounter, one ally within 5 squares of you can reroll his or her initiative.
- Protector Spirit Adept:
Prerequisite: Shaman, Protector Spirit class feature Benefit: Your allies gain a +1 bonus to Fortitude, Reflex, and Will while adjacent to your spirit companion.
- Pointed Step Style:
Prerequisite: Monk, Flurry of Blows class feature Benefit: When your Flurry of Blows power is triggered by an attack that you make with a spear, one target of that power can be up to 2 squares away from you.
- Polearm Flanker:
Benefit: When you make a melee attack with a polearm against a target that is not adjacent to you, choose an unoccupied square that is adjacent to both you and the target. You are considered to occupy that square for the purpose of determining if you flank the target for the attack.
- Power Throw:
Prerequisite: Str 15 Benefit: When you make a ranged attack with a heavy thrown weapon, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll. The bonus increases to +4 at 11th level and +6 at 21st level.
- Precise Mind:
Prerequisite: Psion Benefit: Whenever you hit with a psionic attack power that is augmented with 2 or more power points, you gain a +1 bonus to attack rolls with psionic at-will attack powers that are unaugmented until the end of your next turn.
- Prime Burst:
Prerequisite: Prime Shot class feature Benefit: The benefit of your Prime Shot also applies to your area burst attacks.
- Psychic Focus:
Prerequisite: Shardmind Benefit: You gain a +2 feat bonus to damage rolls with psychic powers. The bonus increases to +3 at 11th level and +4 at 21st level.
- Punishing Strike:
Prerequisite: Battlemind, mind spike power Benefit: When you damage a target with your mind spike, that target takes a -2 penalty to the next saving throw it makes before the start of your next turn.
- Pursuing Step:
Prerequisite: Battlemind, blurred step power Benefit: When you use blurred step, if you end the shift adjacent to the triggering enemy, that enemy grants combat advantage to you until the end of your next turn.
- Phantom Echoes:
Prerequisite: Cha 13, wizard Benefit: When you use an arcane illusion power and hit a target, you gain combat advantage against that target until the end of your next turn. If the illusion power has an effect that a save can end, you instead gain combat advantage against the target until it saves against that effect.
- Predatory Magic:
Prerequisite: Razorclaw shifter, any arcane class Benefit: When you use a close arcane attack power while you are under the effect of your razorclaw shifting racial power, you can shift 1 square as a free action before or after using the power.
- Prescient Fortifacation:
Prerequisite: Bard, Virtue of Prescience class feature Benefit: When you use your Virtue of Prescience to grant a power bonus to an ally, increase that bonus by 2.
- Pouncing Cat:
Prerequisite: Ranger, Beast Mastery class feature (cat) 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, it can make an additional melee basic attack against that creature as a free action.
- Practiced Prodigy:
Prerequisite: Practiced Study feat Benefit: You acquire two martial practices of your level or lower. Increase the number of practices acquired to three at 5th level, four at 11th level, five at 15th level, six at 21st level, and seven at 25th level.
- Practiced Study:
Prerequisite: Any martial class Benefit: You can master and perform martial practices (page 147). You acquire one martial practice of your level or lower.
- Precision Throw:
Prerequisite: Any martial class Benefit: Whenever you make a ranged basic attack using a thrown weapon with which you have proficiency, you can use Dexterity instead of Strength for the attack roll and the damage roll.
- Polearm Momentum:
Prerequisites: Dex 15, Wis 15, fighter Benefit: Whenever you use a polearm or a spear attack to push or slide a target 2 or more squares, you can also knock that target prone at the end of the forced movement.
- Predatory Action:
Prerequisites: Ranger, Hunter’s Quarry class feature Benefit: If you spend an action point to take an extra action and have already dealt Hunter’s Quarry damage during this round, you can deal the extra damage a second time during this turn.
- Prime Strike:
Prerequisite: Ranger Benefit: You gain a +1 bonus to melee attack rolls against a target if no other creatures are within 3 squares of it.
- Precise Fangs:
Prerequisite: Shaman, Stalker Spirit class feature Benefit: When you use your spirit's fangs power, you gain a +2 bonus to the attack roll.
- Predator’s Burst:
Prerequisite: Druid, Primal Predator class feature, wild shape power Benefit: When you charge while you are in beast form, you gain a +2 bonus to speed and a +) bonus to the damage rolls of the charge attack.
- Primal Breath:
Prerequisite: Dragonborn, warden Benefit: When you use your dragon breath racial power, you can choose to mark each target.
- Primal Halfling Counterattack
Prerequisite: Halfling, any primal class Benefit: When you use your second chance racial power, you gain a +4 bonus to damage rolls against the creature that attacked you until the end of your next turn. This bonus increases to +6 at 11th level and +8 at 21st level. [spoiler=Primal Resilience: Prerequisite: Half-orc, any primal class Benefit: You gain additional temporary hit points from your Half-Orc Resilience racial trait equal to your Constitution modifier.
- Protector’s Shield:
Prerequisite: Shaman, Protector Spirit class feature Benefit: When you hit with your spirit's shield power, the attack deals 1d8 extra damage.
- Path to Clarity:
Prerequisite: githzerai, ardent, ardent surge power Benefit: when you use your ardent surge, the target can also make a saving throw against any one effect that dazes, dominates, or stuns him or her.
- Power Cascade:
Prerequisite: psion Benefit: when you hit an enemy with a daily psion attack power, your next attack against that enemy made before the end of your next turn using an unaugmented psion attack power deals 1d6 extra force or psychic damage.
- Psionic Clearity:
Prerequisite: psionic augmentation class feature Benefit: whenever you run or charge, you gain a +1 bonus to speed. during a move action or a charge, you can spend 1 power point to gain a +2 bonus to speed until the end of your turn.
- Psionic Fortune:
Prerequisite: psionic augmentation class feature Benefit: while you have at least 1 power point, you gain a +1 feat bonus to saving throws. when you make a saving throw, you can spend 1 power point to increase the feat bonus to +3 until the end ofyour turn.
- Psionic Initiative:
Prerequisite: psionic augmentation class feature Benefit: you gain a +3 feat bonus to initiative checks. when you roll initiative, you can spend 1 power point to increase the bonus to +6.
- Psionic Reflexes :
Prerequisite: psionic augmentation class feature Benefit: you gain a +1 bonus to opportunity attack rolls. when you make an opportunity attack, you can spend 1 power point to gain a +2 power bonus to the attack roll.
- Psionic Skill:
Prerequisite: psionic augmentation class feature Benefit: choose any skill. you gain a +2 feat bonus to checks with that skill. when you make a check with that skill, you can spend 1 power point to gain a +3 power bonus to the skill check. Special: you can take this feat more than once, each time you take this feat, choose a different skill.
- Psionic Toughness :
Prerequisite: psionic augmentation class feature Benefit: when you take this feat, you gain additional hit points, you gain 3 additional hit points at each tier of play (at 1st, 11th, and 21st level). in addition, when you use your second wind, you can spend 1 power point to regain 5 additional hit points. the additional hit points regained increase to 10 at 11th level and 15 at 21st level.
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: Q: Wed Oct 12, 2011 11:06 pm | |
| Q:- Quick Draw:
Prerequisite: Dex 13 Benefit: You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.
- Quick Stow:
Prerequisite: Druid, wild shape power Benefit: When you use wild shape to change from your humanoid form to beast form, you don't automatically drop handheld items that aren't implements. Such items become part of your beast form. However, you gain no benefit from a handheld item, such as a shield, that must be wielded to be functional, and you can use only the properties and powers of the item that don't require you to make an attack with it.
- Quick Reactions:
Prerequisite: battlemind, speed of thought power Benefit: when you roll initiative, you can use your charisma modifier in place of your dexterity modifier, in addition, when you use your speed of thought, you gain a +2 bonus to speed until the end of your next turn (after any surprise round, if applicable).
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: R: Wed Oct 12, 2011 11:08 pm | |
| R:- Raging Storm:
Prerequisites: Con 13, Dex 13 Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the lightning or thunder keyword. (At 11th level, this bonus increases to +2. At 21st level, it increases to +3.)
- Raven Queen’s Blessing:
Prerequisites: Channel Divinity class feature, must worship the Raven Queen Benefit: You can invoke the power of your deity to use Raven Queen’s blessing. Channel Divinity: Feat Power
Raven Queen’s Blessing The Raven Queen grants a boon to those who send the dead on their way.
Encounter ✦ Divine, Healing
Free Action Ranged 10
Trigger: Your attack drops an enemy within range to 0 hit points or fewer
Effect: You or an ally within 5 squares of the enemy can spend a healing surge.
Special: You must take the Raven Queen’s Blessing feat to use this power.
- Ritual Caster:
Prerequisite: Trained in Arcana or Religion Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
- Radiant Power:
Prerequisite: Deva Benefit: When you make an implement attack, you can take a –2 penalty to the attack roll. If you do so and the attack hits, it deals 2 extra radiant damage. The extra radiant damage increases to 4 at 11th level and 6 at 21st level.
- Resonating Covenant:
Prerequisite: Invoker, Divine Covenant class feature Benefit: Whenever you use a divine encounter or daily attack power on your turn, you gain a +1 feat bonus to your next attack roll with an at-will divine power before the end of your next turn.
- Restful Healing:
Benefit: After you take a short rest or an extended rest, any healing power you use before the start of your next encounter restores the maximum number of hit points possible. For example, if a 6th-level cleric with Wisdom 18 and this feat uses healing word after a rest, that power allows the target to regain hit points equal to his or her healing surge value plus 16 (the maximum result of 2d6 + 4).
- Revitalizing Font of Life:
Prerequisite: Warden, Font of Life class feature Benefit: If you succeed on a saving throw granted by Font of Life, you gain a +2 bonus to all other saving throws during or at the end of your current turn.
- Rising Fury:
Prerequisite: Barbarian Benefit: When you reduce an enemy to 0 hit points, you gain a +2 feat bonus to weapon damage rolls until the end of your next turn. The bonus increases to +3 at 11th level and +4 at 21st level.
- Rapid Assault:
Benefit: On your first turn during an encounter, you gain a +2 bonus to damage rolls with melee attacks. The bonus increases to +4 at 11th level and +6 at 21st level.
- Rune of Eloquence:
Prerequisite: Runepriest Benefit: You gain a feat bonus to Bluff checks and Diplomacy checks equal to the number of rune feats you have.
- Rune of Hope:
Prerequisite: Runepriest, rune of mendina power Benefit: The target of your rune of mendina also gains temporary hit points equal to the number of rune feats you have.
- Rune of Vengeance:
Prerequisite: Runepriest Benefit: The first time you are bloodied during an encounter, you gain a bonus to damage rolls equal to the number of rune feats you have. The bonus lasts until the end of your next turn.
- Rune of Zeal:
Prerequisite: Runepriest Benefit: You gain a feat bonus to Athletics checks and Endurance checks equal to the number of rune feats you have.
- Reckless Curse:
Prerequisite: Human, warlock, Warlock's Curse class feature Benefit: You gain a +1 bonus to attack rolls against creatures affected by your Warlock's Curse, and creatures affected by your Warlock's Curse gain a +1 bonus to attack rolls against you.
- Remembered Wizardry:
Prerequisite: Wis 13, deva, wizard Benefit: Choose one wizard daily attack power and one wizard utility power of every level you know. Add these powers to your spellbook. Each time you gain a new level of wizard daily attack powers or wizard utility powers, you learn one extra power of that level. This feat doesn't change the number of daily attack powers or utility powers you can prepare each day.
- Rising Spellfury :
Prerequisite: Sorcerer Benefit: When you use a sorcerer at-will attack power and hit only one enemy, you gain a +1 bonus to attack rolls with area and close attack powers until the end of your next turn.
- Risky Aegis:
Prerequisite: Human, sword mage, Sword mage Aegis class feature Benefit: When you use the immediate action effect of your Swordmage Aegis against a target marked by you, that target gains combat advantage against you until the end of its next turn, and you gain a +2 bonus to attack rolls and damage rolls against that target until the end of your next turn.
- Rousing Voice:
Prerequisite: Human, bard Benefit: When an ally within 10 squares of you uses second wind, he or she gains also temporary hit paints equal to your Charisma modifier.
- Rune-scribed Soul:
Prerequisite: Dwarf, any arcane class Benefit: When you use your second wind, you gain a +1 bonus to attack rolls and a bonus to damage equal to your Constitution modifier with arcane powers you use before the end of your turn.
- Razorclaw Mark:
Prerequisite: Razorclaw shifter, fighter Benefit: While you are under the effect of your razorclaw shifting racial power, any creature marked by you takes a -3 penalty to attack rolls for making an attack that does not include you as a target. This penalty replaces the normal penalty for having a creature marked.
- Redoubled Efforts:
Prerequisite: Any martial class Benefit: When you use your second wind, you can forgo the bonus to defenses to gain a +2 bonus to attack rolls until the end of your next turn.
- Resilience of Stone:
Prerequisite: Dwarf, any martial class Benefit: You can use your second wind as an immediate interrupt when you are damaged by an attack.
- Risky Shift:
Prerequisite: Rogue Benefit: Whenever you shift, you can shift 1 additional square. If you do so, you grant combat advantage until the start of your next turn.
- Rumbling Earthshock:
Prerequisite: Genasi, any martial class, earthshock Benefit: Your earthshock racial power deals extra damage equal to your Strength modifier.
- Rash Sneak Attack:
Prerequisites: Human, rogue, Sneak Attack class feature Benefit: When you deal Sneak Attack damage, you can choose to gain a +2 bonus to the damage roll. If you do so, you grant combat advantage to all enemies until the end of your next turn.
- Rattling Wrath:
Prerequisites: Cha 15, tiefling, rogue Benefit: When you use your infernal wrath racial power in conjunction with a power that has the rattling keyword, the penalty to the target’s attack rolls from the rattling keyword changes to –4. If you score a critical hit with this attack, you do not expend infernal wrath.
- Reaping Blade:
Prerequisites: Dex 15, fighter Benefit: If you reduce an enemy to 0 hit points with an attack using a heavy blade, you can shift as a minor action until the end of your current turn.
- Reckless Scramble:
Prerequisites: Rogue, Artful Dodger class feature Benefit: When a power lets you shift, you can instead choose to move that distance + 2 squares.
- Ruthless Injury:
Prerequisites: Rogue, Ruthless Ruffian class feature, Sneak Attack class feature Benefit: When you use a club or a mace to make a sneak attack that causes the target to become blinded, immobilized, slowed, or weakened, that target takes a –2 penalty to saving throws against any of those conditions.
- Raging Bloodlust:
Prerequisite: Barbarian Benefit: When you hit a target with any rage power, you have the option of reducing the damage to that target by 1[W] before you roll damage. If you do so, the target takes ongoing 5 damage (save ends). At 11th level, you gain the option of reducing the damage by 2[W] to increase the ongoing damage to 10. At 21st level, you gain the option of reducing the damage by 3[W] to increase the ongoing damage to 15. You can't take away more damage dice than the power has. For example, if a power normally deals 2[W] damage, you can't reduce the damage by 3[W].
- Razorclaw Spirit Shifter:
Prerequisite: Razorclaw shifter, any primal class Benefit: While you're under the effect of your razordaw shifting racial power, when an enemy damages you with an attack against AC or Reflex, you can shift 1 square as an immediate reaction.
- Reckless Charge:
Prerequisite: Any primal class Benefit: When you make a charge attack, you can take a -2 penalty to AC until the start of your next turn to gain a +1 bonus to the attack rolls of that attack.
- Rejuvenating Spirit:
Prerequisite: Shaman, healing spirit power Benefit: When you use healing spirit, the target can make a saving throw.
- Resiliant Spirit:
Prerequisite: Shaman Benefit: Your spirit companion gains a +2 bonus to all defenses.
- Rites of Spirits’ Blood:
Prerequisite: Tiefling, any primal class Benefit: Your bonus to attack rolls from your Bloodhunt racial trait increases to +2. When you use your infernal wrath racial power, you gain a +2 power bonus to the attack roll, instead of +1.
- Refracting Mantle:
Prerequisite: shardmind, shard swarm racial power, ardent, ardent mantle class feature Benefit: when you use your shard swarm, the target also grants combat advantage to allies within the radius of your ardent mantle until the end of your next turn.
- Resilient Demand:
Prerequisite: battlemind, battle resilience power, battlemind’s demand power Benefit: when you augment your battlemind’s demand, you gain a +2 power bonus to all defenses until the start of your next turn.
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: S: Wed Oct 12, 2011 11:10 pm | |
| S:- Sehanine’s Reversal:
Prerequisites: Channel Divinity class feature, must worship Sehanine Benefit: You can invoke the power of your deity to use Sehanine’s reversal.
Channel Divinity: Sehanine’s Reversal Sehanine’s blessing turns the powers of your enemies against them.
Encounter ✦ Divine
No Action Ranged 5
Trigger: You roll a natural 20 on a saving throw
Effect: Choose an enemy within range; that creature gains the condition you just saved against.
Special: You must take the Sehanine’s Reversal feat to use this power.
- Shield Proficiency (Heavy):
Prerequisites: Str 15, Shield Proficiency (Light) Benefit: You gain proficiency with heavy shields.
- Shield Proficiency (Light):
Prerequisite: Str 13 Benefit: You gain proficiency with light shields.
- Shield Push:
Prerequisites: Fighter, Combat Challenge class feature Benefit: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage. Special: You must carry a shield to benefit from this feat.
- Skill Focus:
Prerequisite: Training in chosen skill Benefit: Choose a skill in which you have training. You have a +3 feat bonus to checks with that skill. Special: You can take this feat more than once. Each time you select this feat, choose a different skill.
- Skill Training:
Benefit: You gain training in one skill. The skill need not be on your class skill list. Special: You can take this feat more than once. Each time you select this feat, choose a skill in which you are not trained.
- Sure Climber:
Prerequisite: Trained in Athletics Benefit: A successful Athletics check allows you to climb at your normal speed, rather than half speed. You also gain a +1 feat bonus to Athletics checks.
- Surprise Knockdown:
Prerequisites: Str 15, rogue Benefit: If you score a critical hit while you have combat advantage, you knock the target prone.
- Savage Assault:
Prerequisite: Half-orc Benefit: When you use your furious assault racial power, the enemy you hit also takes a –1 penalty to all defenses until the end of your next turn.
- Scouring Wrath:
Prerequisite: Invoker, Covenant of Wrath class feature Benefit: When you use your armor of wrath power, the target gains vulnerable 2 to all other damage until the end of your next turn.
- Shadow Skulk:
Prerequisite: Gnome Benefit: Whenever you miss with a ranged or an area attack while hidden, you remain hidden.
- Shared Healing Spirit:
Prerequisite: Shaman, healing spirit power Benefit: When you use healing spirit, you can choose one ally within 2 squares of the target to regain the additional hit points, instead of an ally adjacent to your spirit companion.
- Sorcerous Blade Channeling:
Prerequisite: Sorcerer Benefit: When you use any ranged sorcerer attack power through a dagger, you can use the power as a melee attack. If you do so, the power’s range equals your melee reach.
- Speed Loader:
Benefit: As a free action, you can reload a crossbow you’re wielding that has the load minor property.
- Spirit Speaker:
Prerequisite: Shaman, speak with spirits power Benefit: When you use speak with spirits, you can grant the power’s effect to an ally within 5 squares of you, rather than to yourself.
- Stalker Spirit Adept:
Prerequisite: Shaman, Stalker Spirit class feature Benefit: Any ally who starts his or her turn adjacent to your spirit companion can shift 1 square as a free action, as the first action during his or her turn.
- Strength of Valor:
Prerequisite: Bard, Virtue of Valor class feature Benefit: When you grant an ally temporary hit points with your Virtue of Valor, that ally also gains a +2 bonus to the next damage roll he or she makes before the end of your next turn.
- Sudden Roots:
Prerequisite: Warden Benefit: Whenever you hit an enemy with an opportunity attack, that enemy is slowed until the end of its turn.
- Surging Flame:
Benefit: When you hit a target that has fire resistance with a fire power, any fire power deals 5 extra fire damage against that target until the end of your next turn.
- Secret of Reawakening:
Prerequisite: Wilden, Nature's Aspect racial trait Benefit: Once per day if you drop to 0 hit points or fewer, you can change your current aspect of nature when you are no longer dying, as if you had taken an extended rest. You also regain the use of your wilden racial power as if you had taken a short rest.
- Shifting Defense:
Benefit: When you use the total defense action, you can also shift 1 square.
- Skill Power:
Prerequisite: 2nd level Benefit: You gain a skill power of your level or lower from a skill in which you are trained.
- Spiritbond Defense:
Prerequisite: Seeker, Spiritbond class feature Benefit: When you use your second wind, one ally adjacent to you gains a +2 bonus to all defenses until the start of your next turn.
- Spring Step:
Benefit: You can shift 1 square as a free action when you stand up.
- Springing Charge:
Prerequisite: Minotaur Benefit: When you score a critical hit with a charge attack, you can charge a different creature as a free action once per round.
- Steady Feet:
Benefit: When you use the walk action, you can ignore 1 square of difficult terrain during that movement.
- Strengthened Bond:
Prerequisite: Seeker, Seeker's Bond class feature Benefit: The first time you are bloodied during an encounter, you regain the use of your Seeker's Bond power if it is expended.
- Strike and Shove:
Benefit: Whenever you score a critical hit with a melee attack, you can push the target 1 square.
- Superior Implement Training:
Benefit: You can use a Single superior implement of your choice. The implement must be of a type you are already able to use. Special: You can take this feat more than once. Each time you take this feat, choose a different superior implement.
- Sorcerous Assassin:
Prerequisite: Drow, sorcerer Benefit: When you have combat advantage against a target, you gain a +2 feat bonus to damage rolls against that target when you use sorcerer powers that have the poison or psychic keyword. This bonus increases to +4 at 11th level and to +6 at 21st level. You also gain a +1 feat bonus to Stealth checks.
- Student of the Cosmos:
Prerequisite: Sorcerer, Cosmic Magic class feature Benefit: You gain an additional benefit based on your current phase in the cosmic cycle. Phase of the Sun: You gain a +2 feat bonus to initiative checks and Heal checks. Phase of the Moon: You gain a +2 feat bonus to Bluff checks and Stealth checks. Phase of the Stars: You gain a +2 feat bonus to Insight checks and Perception checks.
- Savage Wolf:
Prerequisite: Ranger, Beast Mastery class feature (wolf) 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 knocks that creature prone.
- Second Shot:
Prerequisite: Ranger, Hunter's Quarry class feature Benefit: You can designate the second-nearest enemy as your quarry instead of the nearest enemy.
- Shared Memories:
Prerequisite: Deva, warlord Benefit: Whenever an ally adjacent to you makes an attack roll, a saving throw, or skill check, you can expend your memory of a thousand lifetimes racial power as a free action to add 1 d6 to the roll.
- Shifting Companion:
Prerequisite: Shifter, ranger, Beast Mastery class feature Benefit: Your beast companion also benefits from your longtooth shifting racial power or your razorclaw shifting racial power.
- Snapping Lizard:
Prerequisite: Ranger, Beast Mastery class feature (lizard) 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 takes 5 damage ifit moves away from the beast companion before the end of the creature's next turn.
- Speed of Sea and Sky:
Prerequisite: Genasi, warlord, swiftcurrent or windwalker Benefit: When you use your swiftcurrent or windwalker racial power, each ally within 5 squares of you gains a +2 bonus to speed until the end of your next turn.
- Staggering Strike:
Prerequisite: Ranger, Hunter's Quarry class feature Benefit: Whenever you would deal Hunter's Quarry damage to an enemy, you can forgo one die of that damage to push that enemy 1 square.
- Startling Distraction:
Prerequisite: Rogue, ghost sound power Benefit: When you use ghost sound during your turn, you can roll twice on Stealth checks you make 3: before the end of your turn and use the higher result.
- Swift Footwork:
Prerequisite: Ranger or rogue Benefit: Whenever you use a martial encounter or daily power that allows you to shift, you can shift 2 extra squares.
- Saving Inspiration:
Prerequisite: Warlord Benefit: When you use inspiring word, you can forgo any extra dice of healing granted by the power to instead grant the target a saving throw.
- Secure Encampment:
Prerequisites: Wis 13, ranger, trained in Nature, Perception, and Stealth Benefit: If you are conscious when you and your allies begin an extended rest, your allies gain a bonus to Perception checks and Stealth checks during that rest equal to your Wisdom modifier. This bonus lasts until the end of the extended rest.
- Shield Defense:
Prerequisites: Wis 13, fighter Benefit: When you hit with a power that requires a shield, you gain a +1 bonus to AC and Reflex until the end of your next turn or until you stop using the shield.
- Sideways Defense:
Prerequisites: Human, fighter, Combat Challenge class feature Benefit: Allies adjacent to you gain a +1 bonus to all defenses against any creature marked by you.
- Slaying Action:
Prerequisites: Rogue, Sneak Attack class feature Benefit: If you spend an action point to take an extra action and have already dealt Sneak Attack damage during this round, you can deal the extra damage a second time during this turn.
- Sneaky Accuracy:
Prerequisites: Elf, rogue, Sneak Attack class feature Benefit: If you use your elven accuracy racial power to reroll an attack against an enemy granting you combat advantage and the second roll misses, you do not expend elven accuracy.
- Speedy Response:
Prerequisites: Dex 15, rogue Benefit: If you are hit by an opportunity attack while moving, you gain a +1 bonus to speed for that move. This benefit is cumulative if you are hit multiple times.
- Street Thug:
Prerequisites: Str 13, Con 13, rogue Benefit: You can wield a mace with any rogue power that requires a light blade. You reduce Sneak Attack damage by one die when wielding a mace.
- Surprising Charge:
Prerequisites: Dex 17, fighter or rogue Benefit: When you make a charge attack against a target that is granting combat advantage to you, the attack deals 1[W] extra damage if you hit with a light blade or a spear.
- Skins of the Slain:
Prerequisite: Any primal class, proficiency with hide armor Benefit: While wearing hide armor, you gain a feat bonus to Intimidate checks equal to 1 + the armor's enhancement bonus.
- Spider’s Swiftness:
Prerequisite: D row, any primal class Benefit: You gain a + 1 feat bonus to speed. The bonus increases to +2 while you're under the effect of a primal polymorph or rage power.
- Spirit Tribe:
Prerequisite: Shaman, speak with spirits power Benefit: When you use speak with spirits to gain a bonus to a skill check, each ally within 5 squares of you gains a + 2 power bonus to checks with that skill until the end of your next turn.
- Spirit’s Fey Step:
Prerequisite: Eladrin, shaman Benefit: When you use your fey step racial power, you can teleport your spirit companion a number of squares equal to the distance you teleported.
- Spirits of Stealth:
Prerequisite: Gnome, any primal class Benefit: You gain a +3 feat bonus to damage rolls against bloodied creatures you are hidden from. This bonus increases to +5 at 11th level and +7 at 21st level.
- Spirits of Stone:
Prerequisite: Dwarf, any primal class Benefit: When you use your second wind, you gain a +2 bonus to your next attack roll with a primal power before the end of your next turn.
- Spirits of the Primal Dragons:
Prerequisite: Dragonborn, any primal class Benefit: The first time you arc bloodied during an encounter, your attacks deal 1d8 extra damage until the end of your next turn. This damage is the type you initially chose for your dragon breath racial power.
- Staggering Smash:
Prerequisite: Any primal class Benefit: Whenever you daze or stun an enemy with a primal power, you push that enemy 1 square.
- Stinging Swarm:
Prerequisite: Druid. Primal Swarm class feature, wild shape power Benefit: Once per round when an enemy damages you with a melee attack while you are in beast form, that enemy grants combat advantage to you until the end of your next turn.
- Stone Step Spirits:
Prerequisite: Dwarf: any primal class Benefit: While you're not wearing heavy armor, you can ignore 1 square of difficult terrain when you move and ignore all difficult terrain when you move as part of a charge.
- Stormheart Push:
Prerequisite: Warden, Storm heart class feature Benefit: When you use Storm heart to slide an enemy, you can push the enemy 2 squares instead of sliding it.
- Strengthening Spirit:
Prerequisite: Shaman, healing spirit power Benefit: When you use healing spirit, each ally adjacent to your spirit companion gains temporary hit points equal to your Wisdom modifier.
- Strong-willed Summoning:
Prerequisite: Druid Benefit: When a creature you summon uses an instinctive action to attack, it gains a + 1 bonus to the attack roll.
- Sudden Call:
Prerequisite: Shaman Benefit: You can use your call spirit companion power as a free action on your turn.
- Swift Jaguar:
Benefit: You gain a +2 feat bonus to initiative checks. This bonus increases by 1 for each ally within 10 squares of you who has this feat, to a maximum of +5.
- Swift Slayer:
Prerequisite: Barbarian, Whirling Slayer class feature Benefit: When you use Whirling Slayer to shirt, you can shift a number of squares equal to your Dexterity modifier, instead of2 squares.
- Shard Link:
Prerequisite: shardmind, telepathy racial trait, any psionic class Benefit: once during each of your turns, when you attack an enemy that you have combat advantage against, choose one ally within range of your telepathy. the ally gains combat advantage on his or her next attack against that enemy made before the start of your next turn.
- Shifting Stone:
Prerequisite: dwarf, monk Benefit: when you make a save to avoid being knocked prone, you can also shift a number of squares equal to your wisdom modifier as a free action.
- Skipping Stone Flurry:
Prerequisite: monk, flurry of blows class feature Benefit: when you use your flurry of blows power and you have a sling in hand, you can replace one normal target of that power with one creature within 10 squares of you. this does not provoke opportunity attacks.
- Skittering Mouse Style:
Prerequisite: small size, monk Benefit: when you use a movement technique to shift 3 or more squares, you can shift through enemies’ spaces.
- Surging Mantle:
Prerequisite: ardent, ardent mantle class feature Benefit: while you have no power points remaining, the radius of your ardent mantle increases by 2 squares.
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| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: T: Wed Oct 12, 2011 11:12 pm | |
| T:- Tactical Assault:
Prerequisites: Warlord, Tactical Presence class feature Benefit: When an ally who can see you spends an action point to make an attack, the attack’s damage roll gains a bonus equal to your Intelligence modifier.
- Toughness:
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).
- Two-Weapon Defense:
Prerequisites: Dex 13, Two-Weapon Fighting Benefit: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
- Two-Weapon Fighting:
Prerequisite: Dex 13 Benefit: While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.
- Thirst for Battle:
Prerequisite: Half-orc Benefit: You gain a +3 feat bonus to initiative checks, and your number of healing surges increases by one.
- Timely Respite:
Benefit: When you use your second wind or use the total defense action, you can make a saving throw.
- Two-Weapon Threat:
Prerequisite: Dex 13, Two-Weapon Fighting feat Benefit: While you are wielding two melee weapons, you gain a +3 bonus to damage rolls with opportunity attacks.
- Teamwork Defense:
Benefit: While you are adjacent to one or more allies who also have this feat, you gain a +1 bonus to AC.
- Tempest Magic:
Prerequisite: Sorcerer, Con 13, Dex 13, Storm Magic class feature Benefit: When you use an arcane power that has the lightning or thunder keyword, you gain a +1 feat bonus to damage rolls. While you are bloodied, this bonus becomes +2. At 11th level, this bonus increases to +2 (or +4 when bloodied). At 21st level, it increases to +3 (or +6 when bloodied).
- Triggered Chaos:
Prerequisite: Halfling, sorcerer, Wild Magic class feature Benefit: When you use your second chance racial power, you gain an additional benefit based on the result of the reroll. If the enemy's reroll is an even number, you can slide the enemy 1 square after the attack. If the enemy's reroll is an odd number, you can shift 1 square after the attack.
- True Dragon’s soul:
Prerequisite: Dragonborn, sorcerer, Dragon Magic class feature Benefit: The first time you become bloodied during an encounter, you gain a +1 bonus to Fortitude, Reflex, and Will until the end of the encounter. If your breath weapon deals the same type of damage as the resistance granted by your Dragon Soul, your breath weapon ignores all targets' resistance to that damage type up to the value of your resistance.
- Twist the Arcane Fabric:
Prerequisite: Eladrin, any arcane class Benefit: Before you use an area or close arcane power, you can use a free action to expend your fey step racial power to teleport an ally rather than yourself If you do so, select one ally within the area of effect targeted by the arcane power and teleport that ally 3 squares.
- Telepathic Mark:
Prerequisite: Kalashtar, fighter Benefit: Whenever you score a critical hit with a fighter attack power, you can mark each enemy within the range of your telepathy. The mark lasts until the end of your next turn.
- Treetop Sniper:
Prerequisite: Elf, rogue Benefit: You can use any bow with Sneak Attack or any rogue power that normally requires a crossbow.
- Trickster’s Mark:
Prerequisite: Gnome, fighter Benefit: As a minor action, you can expend the use of ghost sound granted by your Master Trickster racial trait to mark one enemy within 10 squares of you until the end of your next turn. This use of ghost sound does not provoke opportunity attacks.
- Twilight Training:
Prerequisite: Human, ranger Benefit: You gain low-light vision
- Tactical Inspiration:
Prerequisites: Eladrin, warlord Benefit: Add your Intelligence modifier to the hit points restored by your inspiring word.
- Take Measure:
Prerequisites: Wis 15, fighter Benefit: When you score a critical hit against a target with a melee attack, you gain a +2 bonus to all defenses against that target’s attacks until the end of your next turn.
- Thunder Hammer:
Prerequisites: Con 15, fighter Benefit: When you make an attack using a hammer or a mace that causes the target to become dazed, immobilized, slowed, or stunned, that target takes a –2 penalty to saving throws against any of those conditions.
- Thundertusk Companion:
Prerequisites: Dwarf, ranger, Beast Mastery class feature Benefit: If you select a boar as your beast companion, its maximum hit points increase by an amount equal to your level.
- Trap Sense:
Prerequisites: Wis 13, rogue Benefit: You gain a +2 feat bonus to all defenses against attacks by traps and to Perception checks to find traps.
- Tunnel Stalker:
Prerequisites: Str 13, Con 13, dwarf, rogue Benefit: You can use any rogue power that requires a light blade while wielding an axe, a hammer, or a pick with one hand. You reduce Sneak Attack damage by one die when wielding one of these other weapons.
- Two-Fisted Shooter:
Prerequisite: Rogue Benefit: You can treat the hand crossbow as an off-hand weapon, and you can reload it one-handed as a free action. When you score a critical hit and have a hand crossbow in your off hand, you can make a ranged basic attack with that weapon.
- Targeted Assault:
Prerequisite: Barbarian Benefit: You gai n a +2 bonus to attack rolls against any creature marked by you.
- Thunderborn Rage:
Prerequisite: Barbarian. Thunderborn Wrath class feature Benefit: The thunder damage of your Thunderborn Wrath increases by 5.
- Thought Warning:
Prerequisite: kalashtar, telepathy racial trait, battlemind Benefit: the first time you drop to 0 power points during an encounter, you and each ally within range of your telepathy can shift 1 square as a free action.
| |
| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: U: Wed Oct 12, 2011 11:13 pm | |
| U:- Unarmored Agility:
Benefit: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
- Unfailing Vigor:
Benefit: When you roll an 18 or higher on a death saving throw, you can spend a healing surge as if you had rolled a 20.
- Unbalancing Wrath:
Prerequisites: Tiefling, warlord Benefit: The target of an attack benefiting from your infernal wrath racial power grants combat advantage to your allies until the start of your next turn.
- Ubiquitous Step:
Prerequisite: eladrin, fey step racial power, psionic augmentation class feature Benefit: the first time you drop to 0 power points during an encounter, you regain the use of your fey step.
- Unseen Dread:
Prerequisite: gnome, psion Benefit: when you hit an enemy you are hidden from using a psion attack power, you slide that enemy 2 squares.
| |
| | | Leoinpharoh Admin
Posts : 104 Join date : 2011-08-04
| Subject: V: Wed Oct 12, 2011 11:14 pm | |
| V:- Versatile Expertise:
Benefit: Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. 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 weapon group and a different implement type.
- Vicious Advantage:
Benefit: You gain combat advantage against immobilized targets and slowed targets.
- Vengeful Curse:
Prerequisite: Tiefling, warlock, Warlock's Curse class feature Benefit: When an enemy hits you, you can use your Warlock's Curse as an immediate reaction against that enemy, even if it is not the enemy nearest to you.
- Vestige Adept:
Prerequisite: Warlock, Vestige Pact class feature Benefit: When your vestige pact boon is triggered, as a free action you can choose to change your active vestige to any other vestige that has been an active vestige for you since your last short rest or extended rest.
- Venomous Spider:
Prerequisite: Ranger, Beast Mastery class feature (spider) 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 is slowed until the end of its next turn and takes a -2 penalty to its next attack roll before the end of the creature's next turn.
- Versatile Talent:
Prerequisite: Human, fighter, Fighter weapon Talent class feature Benefit: You benefit from your Fighter Weapon Talent feature with both one-handed and two-handed weapons.
- Vengeful Beast:
Prerequisites: Ranger, Beast Mastery class feature, Hunter’s Quarry class feature Benefit: When your quarry damages you with an attack, your beast companion gains a +1 bonus to attack rolls and damage rolls against that creature until the end of your next turn.
- Victor’s Confidence:
Prerequisites: Con 15, fighter Benefit: When you reduce an enemy to 0 hit points with a melee attack, you gain a +1 bonus to saving throws until the end of the encounter.
- Vigourous Spirit:
Prerequisite: Shaman, healing spirit power Benefit: When you use healing spirit, the target regains additional hit points equal to your Wisdom modifier.
- Vicious Intrusion:
Prerequisite: psion, distract power Benefit: when you use your distract, your next attack against the target with a psion attack power made before the end of your next turn gains a +3 power bonus to the damage roll.
- Violent Awakening:
Prerequisite: half-orc, furious assault racial power, monk, flurry of blows class feature Benefit: when your furious assault and your flurry of blows power are triggered by the same hit, one target of your flurry of blows power takes extra damage equal to your strength modifier.
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