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  1. HEROIC FEATS
  2.  
  3. CURRENT FEATS
  4.  
  5. Alertness
  6. Benefit: You don’t grant enemies combat advantage
  7. during surprise rounds.
  8. You also gain a +2 feat bonus to Perception checks.
  9. This benefit also applies to your minions and traps.
  10.  
  11. Astral Fire
  12. Prerequisites: Dex 13, Cha 13
  13. Benefit: You gain a +4 feat bonus to damage rolls
  14. when you use a power that has the fire or radiant
  15. keyword. Minions and traps belonging to you that use
  16. these damage types have their damage increased by +1.
  17. At 11th level, this bonus increases to +8 (+2). At 21st
  18. level, it increases to +12 (+3).
  19.  
  20. Burning Blizzard
  21. Prerequisites: Int 13, Wis 13
  22. Benefit: You gain a +4 feat bonus to damage
  23. rolls when you use a power that has the acid or cold
  24. keyword. Minions and traps belonging to you that use
  25. these damage types have their damage increased by +1.
  26. At 11th level, this bonus increases to +8 (+2). At 21st
  27. level, it increases to +12 (+3).
  28.  
  29. Combat Reflexes
  30. Prerequisite: Dex 13
  31. Benefit: You gain a +1 bonus to opportunity attack
  32. rolls.
  33. This benefit also applies to your minions and traps.
  34.  
  35. Dark Fury
  36. Prerequisites: Con 13, Wis 13
  37. Benefit: You gain a +4 feat bonus to damage rolls
  38. when you use a power that has the necrotic or psychic
  39. keyword. Minions and traps belonging to you that use
  40. these damage types have their damage increased by +1.
  41. At 11th level, this bonus increases to +8 (+2). At 21st
  42. level, it increases to +12 (+3).
  43.  
  44. Defensive Mobility
  45. Benefit: You gain a +2 bonus to AC against opportunity
  46. attacks.
  47. This benefit also applies to your minions and traps.
  48.  
  49. Escape Artist
  50. Prerequisite: Trained in Acrobatics
  51. Benefit: You can attempt to escape a grab as a
  52. minor action, instead of as a move action.
  53. You gain a +2 feat bonus to Acrobatics checks.
  54.  
  55. Far Shot
  56. Prerequisite: Dex 13
  57. Benefit: When you use a projectile weapon such as
  58. a bow or a crossbow, increase both the normal range
  59. and the long range by 5 squares.
  60. This benefit also applies to your minions and traps.
  61.  
  62. Fast Runner
  63. Prerequisite: Con 13
  64. Benefit: You gain a +2 bonus to speed when you
  65. charge or run.
  66. This benefit also applies to your minions and traps.
  67.  
  68. Improved Initiative
  69. Benefit: You gain a +4 feat bonus to initiative
  70. checks. Your minions and traps gain a +2 bonus to
  71. initiative checks.
  72.  
  73. Jack of All Trades
  74. Prerequisite: Int 13
  75. Benefit: You gain a +2 feat bonus to all untrained
  76. skill checks.
  77.  
  78. Linguist
  79. Prerequisite: Int 13
  80. Benefit: Choose three languages. You can now
  81. speak, read, and write those languages fluently.
  82. Special: You can take this feat more than once.
  83. Each time you select this feat, choose three new languages
  84. to learn. For every language you know, you gain an interpreter
  85. minion who can also speak that language.
  86.  
  87. Long Jumper
  88. Prerequisite: Trained in Athletics
  89. Benefit: You can make all long jumps as if you had
  90. a running start.
  91. You also gain a +1 feat bonus to Athletics checks.
  92. This benefit also applies to your minions and traps.
  93.  
  94. Mounted Combat
  95. Benefit: When you ride a creature, you gain access
  96. to any special mount abilities it confers to its rider. Not
  97. every creature has these abilities. The Dungeon Master’s
  98. Guide has more information on mounts and mounted
  99. combat.
  100. While you are riding a creature, the creature can
  101. make any Athletics, Acrobatics, Endurance, or Stealth
  102. checks using your base skill check bonus rather than
  103. its own if yours is higher.
  104.  
  105. Power Attack
  106. Prerequisite: Str 15
  107. Benefit: When making a melee attack, you can
  108. take a –2 penalty to the attack roll. If the attack hits,
  109. you gain a +8 bonus to the damage roll.
  110. This extra damage increases to +16 at level 11 and +24 at level 21, but the attack penalty
  111. remains the same.
  112. This benefit also applies to your minions and traps, with damage bonuses of +2, +4 and +6.
  113.  
  114. Powerful Charge
  115. Prerequisite: Str 13
  116. Benefit: When you charge, you gain a +8 bonus to
  117. damage and a +2 bonus to bull rush attempts.
  118. This benefit also applies to your minions and traps, with a damage bonus of +2.
  119.  
  120. Raging Storm
  121. Prerequisites: Con 13, Dex 13
  122. Benefit: You gain a +4 feat bonus to damage rolls
  123. when you use a power that has the lightning or thunder
  124. keyword. Minions and traps belonging to you that use
  125. these damage types have their damage increased by +1.
  126. At 11th level, this bonus increases to +8 (+2). At 21st
  127. level, it increases to +12 (+3).
  128.  
  129. Ritual Caster
  130. Prerequisite: Trained in Arcana or Religion
  131. Benefit: You can master and perform rituals of
  132. your level or lower. Even
  133. though some rituals use the Heal skill or the Nature
  134. skill, the Arcana skill or the Religion skill is required
  135. to understand how to perform rituals.
  136.  
  137. Skill Focus
  138. Prerequisite: Training in chosen skill
  139. Benefit: Choose a skill in which you have training.
  140. You have a +3 feat bonus to checks with that skill.
  141. Special: You can take this feat more than once.
  142. Each time you select this feat, choose a different skill.
  143.  
  144. Skill Training
  145. Benefit: You gain training in one skill. The skill
  146. need not be on your class skill list.
  147. Special: You can take this feat more than once.
  148. Each time you select this feat, choose a skill in which
  149. you are not trained.
  150.  
  151. Sure Climber
  152. Prerequisite: Trained in Athletics
  153. Benefit: A successful Athletics check allows you to
  154. climb at your normal speed, rather than half speed.
  155. You also gain a +1 feat bonus to Athletics checks.
  156. This benefit also applies to your minions and traps.
  157.  
  158. Toughness
  159. Benefit: When you take this feat, you gain additional
  160. hit points. You gain an additional 32 hit points at
  161. each tier of play (at 1st, 11th, and 21st level).
  162.  
  163. Wintertouched
  164. Benefit: When attacking a creature that is vulnerable
  165. to cold, you gain combat advantage when you use
  166. a power that has the cold keyword.
  167.  
  168. Combat Medic
  169. Prerequisite: Trained in Heal
  170. Benefit: You administer first aid to stabilize the
  171. dying as a minor action, instead of a standard action.
  172. You also gain a +2 feat bonus to Heal checks.
  173.  
  174. Coordinated Explosion
  175. Benefit: When you use any power
  176. that creates a burst or a blast, you gain a +1 bonus to
  177. attack rolls against the power’s targets if at least one
  178. ally is within the burst or the blast.
  179. This benefit also applies to the attacks of your minions and traps.
  180.  
  181. Distant Advantage
  182. Benefit: You gain combat advantage for ranged or
  183. area attacks against any enemy flanked by your allies.
  184. This benefit also applies to the attacks of your minions and traps.
  185.  
  186. Echoes of Thunder
  187. Benefit: When you hit with any thunder attack
  188. power, you gain a +4 bonus to damage rolls until the
  189. end of your next turn. The bonus increases to +8 at
  190. 11th level and +12 at 21st level.
  191.  
  192. Expert Ritualist
  193. Prerequisite: Ritual Caster feat
  194. Benefit: You gain a +2 bonus to skill checks that
  195. you make while performing a ritual.
  196.  
  197. Improved Bull Rush
  198. Prerequisite: Str 13, Con 13
  199. Benefit: When you use the bull rush action, you
  200. gain a +4 feat bonus to the attack roll. The bonus
  201. increases to +6 at 11th level and +8 at 21st level.
  202. This benefit also applies to your minions and traps.
  203.  
  204. Improved Grab
  205. Prerequisite: Str 13
  206. Benefit: When you use the grab action, you gain a
  207. +4 feat bonus to the attack roll. The bonus increases
  208. to +6 at 11th level and +8 at 21st level.
  209. This benefit also applies to your minions and traps.
  210.  
  211. Oncoming Storm
  212. Benefit: When you hit with any lightning attack
  213. power, you gain a +1 bonus to attack rolls with thunder
  214. powers until the end of your next turn.
  215. This benefit also applies to your minions and traps.
  216.  
  217. Speed Loader
  218. Benefit: As a free action, you can reload a crossbow
  219. you’re wielding that has the load minor property.
  220. This benefit also applies to your minions and traps.
  221.  
  222. Surging Flame
  223. Benefit: When you hit a target that has fire resistance
  224. with a fire power, any fire power deals 5 extra
  225. fire damage against that target until the end of your
  226. next turn.
  227. This benefit also applies to your minions and traps.
  228.  
  229. Battle Caster Defense
  230. Benefit: You gain a +4 bonus to AC against oppor-
  231. tunity attacks that you provoke when using a ranged
  232. or an area power.
  233. This benefit also applies to your minions and traps.
  234.  
  235. Beguiling Enchantment
  236. Benefit: Whenever you hit an enemy with a
  237. charm power, that enemy takes a -2 penalty to attack
  238. rolls against you until the end of its next turn.
  239. This benefit also applies to your minions and traps.
  240.  
  241. Cascading Rush
  242. Benefit: Whenever you push a target with a bull
  243. rush, you can also push one enemy adjacent to that
  244. target 1 square. The enemy can be adjacent to the
  245. target either before or after you resolve the bull rush.
  246.  
  247. Combat Intuition
  248. Benefit: Whenever you miss an enemy with a
  249. melee attack, you gain a +2 bonus to opportunity
  250. attack rolls against that enemy until the start of your
  251. next turn.
  252. This benefit also applies to your minions and traps.
  253.  
  254. Deadly Draw
  255. Benefit: Whenever you pull or slide an enemy to
  256. a square adjacent to you, you gain combat advantage
  257. against that enemy until the end of your next turn.
  258.  
  259. Directed Bull Rush
  260. Benefit: Whenever you hit a target with a bull
  261. rush, you can slide that target rather than push it.
  262.  
  263. Grounding Shot
  264. Benefit: Your ranged attacks ignore the penalty for attacking prone targets and deal 8
  265. extra damage against them.
  266. This benefit also applies to your minions and traps.
  267.  
  268. Impending Victory
  269. Benefit: You gain a +1 bonus to attack rolls with
  270. at-will powers against bloodied creatures.
  271. This benefit also applies to your minions and traps.
  272.  
  273. Low Crawl
  274. Benefit: You can shift while prone.
  275.  
  276. Lucky Start
  277. Benefit: If your initiative is the highest of any
  278. combatant's at the start of an encounter, when you
  279. make your first attack roll of the encounter you can
  280. roll twice and use either result.
  281.  
  282. Nimble Runner
  283. Benefit: When you run, you gain a +2 bonus to
  284. Reflex until the start of your next turn, and running
  285. doesn't cause you to grant combat advantage.
  286. This benefit also applies to your minions and traps.
  287.  
  288. Opportunistic Shove
  289. Benefit: When making an opportunity attack, you
  290. can bull rush in place of a melee basic attack. On a
  291. hit, the target also grants combat advantage until the
  292. start of your next turn.
  293. This benefit also applies to your minions and traps.
  294.  
  295. Rapid Assault
  296. Benefit: On your first turn during an encoun-
  297. ter, you gain a +8 bonus to damage rolls with melee
  298. attacks. The bonus increases to +16 at 11th level and +24 at 21st level.
  299.  
  300. Shifting Defense
  301. Benefit: When you use the total defense action,
  302. you can also shift 1 square.
  303.  
  304. Spring Step
  305. Benefit: You can shift 1 square as a free action
  306. when you stand up from prone.
  307. This benefit also applies to your minions and traps.
  308.  
  309. Steady Feet
  310. Benefit: When you use the walk action, you
  311. can ignore 1 square of difficult terrain during that
  312. movement.
  313. This benefit also applies to your minions and traps.
  314.  
  315. Strike and Shove
  316. Benefit: When you score a critical hit with a
  317. melee attack, you can push the target 1 square.
  318. This benefit also applies to your minions and traps.
  319.  
  320. Teamwork Defense
  321. Benefit: While you are adjacent to one or more
  322. allies who also have this feat, you gain a +1 bonus
  323. to AC.
  324.  
  325. Vicious Advantage
  326. Benefit: You gain combat advantage against
  327. immobilized targets and slowed targets.
  328. This benefit also applies to your minions and traps.
  329.  
  330. Watchful Redoubt
  331. Benefit: When you use the total defense action,
  332. you also gain a +1 bonus to attack rolls until the end
  333. of your next turn.
  334.  
  335. Alchemist
  336. Benefit: You can make alchemical items of your
  337. level or lower. You must have the correct formula and
  338. an appropriate skill.
  339. Special: You can take this feat instead of the
  340. Ritual Caster feat granted by your class feature.
  341.  
  342. NEW FEATS
  343.  
  344. Toil & Trouble
  345. Prerequisites: Dex 13, Wis 13
  346. Benefit: You gain a +4 feat bonus to damage rolls
  347. when you use a power that has the acid keyword. Minions
  348. and traps belonging to you that use this damage type
  349. have their damage increased by +1. At 11th level, this
  350. bonus increases to +8 (+2). At 21st level, it increases
  351. to +12 (+3).
  352.  
  353. Attacks from you, your traps, or your minions that
  354. inflict diseases receive a +1 feat bonus
  355. to the attack roll.
  356.  
  357. Hidden Room
  358. Benefit: You gain +5 free squares of dungeon real estate
  359. per tier for a hidden room. This hidden room's hidden
  360. entrance must be somewhere in your Inner Sanctum.
  361. Squares in this room can be used to store Wealth
  362. as if the room were a Vault. Thanks to your villainous
  363. magics or architectural expertise, nobody but you can
  364. enter this room without your permission. Adventurers
  365. cannot enter this room, and Wealth stored in it
  366. is not touched if you are defeated and captured.
  367.  
  368. I Shall Return!
  369. Prerequisite: Hidden Room
  370. Benefit: Your hidden room gains a size 2x2 emergency
  371. teleporter. Instead of being defeated and captured, you can opt
  372. to make a Villainous Escape to your hidden room
  373. and use the teleporter to escape when defeated,
  374. after which it shuts down. You will not lose Favor
  375. if you are defeated in this way, but you will still
  376. lose Wealth as normal. The emergency teleporter recharges
  377. after the next two dungeon raids are completed.
  378. You also gain a +2 feat bonus to Acrobatics checks.
  379.  
  380. Shh...Play Dead!
  381. Benefit: Your minions will survive being defeated
  382. on a d20 roll of 5 or above.
  383. You also gain a +2 feat bonus to Heal checks.
  384.  
  385. Stingy
  386. Benefit: You salvage 10% more Wealth from
  387. defeated adventurers.
  388.  
  389. Toady
  390. Benefit: You gain 25% more Favor with
  391. the Dark Master from Favor that you gain
  392. as the result of dungeon raids and dungeon
  393. challenges.
  394.  
  395. Suck-Up
  396. Benefit: You gain 25% more favor with
  397. the Dark Master from Favor that you gain
  398. as the result of actions not involving
  399. dungeon raids and dungeon challenges.
  400.  
  401. Overlord
  402. Benefit: You receive a 25% discount
  403. from the cost of recruiting and upgrading
  404. minions.
  405.  
  406. Trap Master
  407. Benefit: You receive a 25% discount
  408. from the cost of building and replacing
  409. traps.
  410.  
  411. Space-Saver
  412. Benefit: You receive a 25% discount
  413. from the cost of purchasing dungeon real
  414. estate.
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