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- HEROIC FEATS
- CURRENT FEATS
- Alertness
- Benefit: You don’t grant enemies combat advantage
- during surprise rounds.
- You also gain a +2 feat bonus to Perception checks.
- This benefit also applies to your minions and traps.
- Astral Fire
- Prerequisites: Dex 13, Cha 13
- Benefit: You gain a +4 feat bonus to damage rolls
- when you use a power that has the fire or radiant
- keyword. Minions and traps belonging to you that use
- these damage types have their damage increased by +1.
- At 11th level, this bonus increases to +8 (+2). At 21st
- level, it increases to +12 (+3).
- Burning Blizzard
- Prerequisites: Int 13, Wis 13
- Benefit: You gain a +4 feat bonus to damage
- rolls when you use a power that has the acid or cold
- keyword. Minions and traps belonging to you that use
- these damage types have their damage increased by +1.
- At 11th level, this bonus increases to +8 (+2). At 21st
- level, it increases to +12 (+3).
- Combat Reflexes
- Prerequisite: Dex 13
- Benefit: You gain a +1 bonus to opportunity attack
- rolls.
- This benefit also applies to your minions and traps.
- Dark Fury
- Prerequisites: Con 13, Wis 13
- Benefit: You gain a +4 feat bonus to damage rolls
- when you use a power that has the necrotic or psychic
- keyword. Minions and traps belonging to you that use
- these damage types have their damage increased by +1.
- At 11th level, this bonus increases to +8 (+2). At 21st
- level, it increases to +12 (+3).
- Defensive Mobility
- Benefit: You gain a +2 bonus to AC against opportunity
- attacks.
- This benefit also applies to your minions and traps.
- Escape Artist
- Prerequisite: Trained in Acrobatics
- Benefit: You can attempt to escape a grab as a
- minor action, instead of as a move action.
- You gain a +2 feat bonus to Acrobatics checks.
- 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.
- This benefit also applies to your minions and traps.
- Fast Runner
- Prerequisite: Con 13
- Benefit: You gain a +2 bonus to speed when you
- charge or run.
- This benefit also applies to your minions and traps.
- Improved Initiative
- Benefit: You gain a +4 feat bonus to initiative
- checks. Your minions and traps gain a +2 bonus to
- initiative checks.
- Jack of All Trades
- Prerequisite: Int 13
- Benefit: You gain a +2 feat bonus to all untrained
- skill 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. For every language you know, you gain an interpreter
- minion who can also speak that language.
- 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.
- This benefit also applies to your minions and traps.
- 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. The Dungeon Master’s
- Guide has more information on mounts and mounted
- combat.
- 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.
- 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 +8 bonus to the damage roll.
- This extra damage increases to +16 at level 11 and +24 at level 21, but the attack penalty
- remains the same.
- This benefit also applies to your minions and traps, with damage bonuses of +2, +4 and +6.
- Powerful Charge
- Prerequisite: Str 13
- Benefit: When you charge, you gain a +8 bonus to
- damage and a +2 bonus to bull rush attempts.
- This benefit also applies to your minions and traps, with a damage bonus of +2.
- Raging Storm
- Prerequisites: Con 13, Dex 13
- Benefit: You gain a +4 feat bonus to damage rolls
- when you use a power that has the lightning or thunder
- keyword. Minions and traps belonging to you that use
- these damage types have their damage increased by +1.
- At 11th level, this bonus increases to +8 (+2). At 21st
- level, it increases to +12 (+3).
- Ritual Caster
- Prerequisite: Trained in Arcana or Religion
- Benefit: You can master and perform rituals of
- your level or lower. 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.
- 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.
- This benefit also applies to your minions and traps.
- Toughness
- Benefit: When you take this feat, you gain additional
- hit points. You gain an additional 32 hit points at
- each tier of play (at 1st, 11th, and 21st level).
- Wintertouched
- Benefit: When attacking a creature that is vulnerable
- to cold, you gain combat advantage when you use
- a power that has the cold keyword.
- Combat Medic
- Prerequisite: Trained in Heal
- Benefit: You administer first aid to stabilize the
- dying as a minor action, instead of a standard action.
- You also gain a +2 feat bonus to Heal checks.
- Coordinated Explosion
- Benefit: When you use any power
- that creates a burst or a blast, you gain a +1 bonus to
- attack rolls against the power’s targets if at least one
- ally is within the burst or the blast.
- This benefit also applies to the attacks of your minions and traps.
- Distant Advantage
- Benefit: You gain combat advantage for ranged or
- area attacks against any enemy flanked by your allies.
- This benefit also applies to the attacks of your minions and traps.
- Echoes of Thunder
- Benefit: When you hit with any thunder attack
- power, you gain a +4 bonus to damage rolls until the
- end of your next turn. The bonus increases to +8 at
- 11th level and +12 at 21st level.
- Expert Ritualist
- Prerequisite: Ritual Caster feat
- Benefit: You gain a +2 bonus to skill checks that
- you make while performing a ritual.
- 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.
- This benefit also applies to your minions and traps.
- 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.
- This benefit also applies to your minions and traps.
- 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.
- This benefit also applies to your minions and traps.
- Speed Loader
- Benefit: As a free action, you can reload a crossbow
- you’re wielding that has the load minor property.
- This benefit also applies to your minions and traps.
- 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.
- This benefit also applies to your minions and traps.
- Battle Caster Defense
- Benefit: You gain a +4 bonus to AC against oppor-
- tunity attacks that you provoke when using a ranged
- or an area power.
- This benefit also applies to your minions and traps.
- Beguiling Enchantment
- Benefit: Whenever you hit an enemy with a
- charm power, that enemy takes a -2 penalty to attack
- rolls against you until the end of its next turn.
- This benefit also applies to your minions and traps.
- Cascading Rush
- Benefit: Whenever you push a target with a bull
- rush, you can also push one enemy adjacent to that
- target 1 square. The enemy can be adjacent to the
- target either before or after you resolve the bull rush.
- Combat Intuition
- Benefit: Whenever you miss an enemy with a
- melee attack, you gain a +2 bonus to opportunity
- attack rolls against that enemy until the start of your
- next turn.
- This benefit also applies to your minions and traps.
- Deadly Draw
- Benefit: Whenever you pull or slide an enemy to
- a square adjacent to you, you gain combat advantage
- against that enemy until the end of your next turn.
- Directed Bull Rush
- Benefit: Whenever you hit a target with a bull
- rush, you can slide that target rather than push it.
- Grounding Shot
- Benefit: Your ranged attacks ignore the penalty for attacking prone targets and deal 8
- extra damage against them.
- This benefit also applies to your minions and traps.
- Impending Victory
- Benefit: You gain a +1 bonus to attack rolls with
- at-will powers against bloodied creatures.
- This benefit also applies to your minions and traps.
- 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.
- 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.
- This benefit also applies to your minions and traps.
- 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.
- This benefit also applies to your minions and traps.
- Rapid Assault
- Benefit: On your first turn during an encoun-
- ter, you gain a +8 bonus to damage rolls with melee
- attacks. The bonus increases to +16 at 11th level and +24 at 21st level.
- Shifting Defense
- Benefit: When you use the total defense action,
- you can also shift 1 square.
- Spring Step
- Benefit: You can shift 1 square as a free action
- when you stand up from prone.
- This benefit also applies to your minions and traps.
- Steady Feet
- Benefit: When you use the walk action, you
- can ignore 1 square of difficult terrain during that
- movement.
- This benefit also applies to your minions and traps.
- Strike and Shove
- Benefit: When you score a critical hit with a
- melee attack, you can push the target 1 square.
- This benefit also applies to your minions and traps.
- Teamwork Defense
- Benefit: While you are adjacent to one or more
- allies who also have this feat, you gain a +1 bonus
- to AC.
- Vicious Advantage
- Benefit: You gain combat advantage against
- immobilized targets and slowed targets.
- This benefit also applies to your minions and traps.
- Watchful Redoubt
- Benefit: When you use the total defense action,
- you also gain a +1 bonus to attack rolls until the end
- of your next turn.
- Alchemist
- Benefit: You can make alchemical items of your
- level or lower. You must have the correct formula and
- an appropriate skill.
- Special: You can take this feat instead of the
- Ritual Caster feat granted by your class feature.
- NEW FEATS
- Toil & Trouble
- Prerequisites: Dex 13, Wis 13
- Benefit: You gain a +4 feat bonus to damage rolls
- when you use a power that has the acid keyword. Minions
- and traps belonging to you that use this damage type
- have their damage increased by +1. At 11th level, this
- bonus increases to +8 (+2). At 21st level, it increases
- to +12 (+3).
- Attacks from you, your traps, or your minions that
- inflict diseases receive a +1 feat bonus
- to the attack roll.
- Hidden Room
- Benefit: You gain +5 free squares of dungeon real estate
- per tier for a hidden room. This hidden room's hidden
- entrance must be somewhere in your Inner Sanctum.
- Squares in this room can be used to store Wealth
- as if the room were a Vault. Thanks to your villainous
- magics or architectural expertise, nobody but you can
- enter this room without your permission. Adventurers
- cannot enter this room, and Wealth stored in it
- is not touched if you are defeated and captured.
- I Shall Return!
- Prerequisite: Hidden Room
- Benefit: Your hidden room gains a size 2x2 emergency
- teleporter. Instead of being defeated and captured, you can opt
- to make a Villainous Escape to your hidden room
- and use the teleporter to escape when defeated,
- after which it shuts down. You will not lose Favor
- if you are defeated in this way, but you will still
- lose Wealth as normal. The emergency teleporter recharges
- after the next two dungeon raids are completed.
- You also gain a +2 feat bonus to Acrobatics checks.
- Shh...Play Dead!
- Benefit: Your minions will survive being defeated
- on a d20 roll of 5 or above.
- You also gain a +2 feat bonus to Heal checks.
- Stingy
- Benefit: You salvage 10% more Wealth from
- defeated adventurers.
- Toady
- Benefit: You gain 25% more Favor with
- the Dark Master from Favor that you gain
- as the result of dungeon raids and dungeon
- challenges.
- Suck-Up
- Benefit: You gain 25% more favor with
- the Dark Master from Favor that you gain
- as the result of actions not involving
- dungeon raids and dungeon challenges.
- Overlord
- Benefit: You receive a 25% discount
- from the cost of recruiting and upgrading
- minions.
- Trap Master
- Benefit: You receive a 25% discount
- from the cost of building and replacing
- traps.
- Space-Saver
- Benefit: You receive a 25% discount
- from the cost of purchasing dungeon real
- estate.
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