Feats

Status:

  • Ported over 7.5 feats for general skills.
  • Haven't yet tackled power-based feats.

Agility

Non-feats
  • Falling damage reduction is built into Agility
  • Faster movement is achieved by spending ability score points in Movement
Feats
Tumble

You gain the "Jump" movement type. At-will, as a move action, you leap from your current square to a square within half your normal movement rate; you do not step on the ground in any intervening square, but rather follow a shallow parabolic trajectory (max height = 1/4 jump length). You do not provoke for any square of this movement, nor do creatures and objects block your path (although walls do, and, at the DM's discretion, certain creatures may be especially hard to bypass, requiring an Agility check).

Extended Reach

You gain a bonus square of reach, plus one per 10 ranks of Agility.

Block

Non-feats
  • Basic blocking is built into Block.
  • Shield Wall is built into Block (gain +5 to Block per adjacent ally with a shield).
  • Shield Bash: all shields also have stats as a weapon; normal dual-wield rules apply.
Feats
Critical Block

When you suffer a critical hit while blocking, you may roll Block against the DC of the attack; on success, the damage is normal, not critical.

Revenge

When you successfully block an attack, keep track of the damage dealt (before the block). On your next attack against the attacker within 3 rounds, you may add this amount to the damage dealt. You can have only one such "charge" at a time.

Shield Cover

While wielding a shield, you grant total cover to adjacent allies in rear arc and anyone directly opposite the attack source. (Normal: all creatures grant cover)

Rebound

When you block more than half of a melee attacker's damage, you cause the attacker to become unbalanced (cannot use passive defenses, flank, or threaten until next move action) or be knocked prone (his choice).

Block Flanks

You may Block attacks in your flanks, at a -5 to Block Rating.

Sword-Catcher

If you mitigate an enemy's attack to zero damage, you may trap the subject's weapon (wielded or natural, as long as it is melee); the subject can no longer threaten or parry with that weapon until they free it by defeating your Block DC with their Melee check, or by dropping the weapon (if possible).

Concentration

Non-feats
  • Combat Casting just doesn't need to exist anymore. Screw AOOs.
  • Narrow Spell: reduces a spell's area by half, adding +100% damage to remainder. If new area is less than 2 squares (burst 2, cone 2, etc) becomes a single-target. Can also narrow a cone into a line x2, line x2 into line x1, etc. Costs 1 Focus per stack.
  • You may "tie off" a spell on which you are currently concentrating by spending Focus equal to the spell's original Mana cost. The spell remains sustained without requiring your concentration, as long as you remain conscious, within range, etc.
Feats
Twin Spell

You may cast two spells simultaneously in the same action:

  • The action is the longer action of the two.
  • The Mana cost is the sum of both spells.
  • Each can be targeted independently.
  • Any interruption will interrupt both spells.
Spell Mantle

You may create a Spell Mantle, which is a group of powers whose normal casting time is one swift action or less, for which the target is you. When activated, all spells become active at once, following normal rules (such as Mana cost). The maximum number of spells in this mantle is equal to 1 per point of Concentration.

Ready for Anything

When readying an action, you need not specify a trigger; in effect, the chosen action becomes immediate until your next turn.

Wield Spell

At-will, free; choose one spell. You are now "wielding" that spell. You threaten an area with the spell (equal to a line 5x1 in your front arc, subject to the spell's range limits). You are considered armed. If you end up using the spell as an attack of opportunity, you must pay its Mana cost; if you use it multiple times in the same round, you need only spend the cost once.

Interrupt Request

When readying an action, you need only specify a trigger, not what actions you are readying. Any actions you then take are subtracted from your next turn (max one std, one swift, and one move, plus any free). Cannot combine with Ready for Anything.

Defender

Feats
Intervene

When an ally is attacked, you may move to interpose yourself; treat this as a normal use of Action Points, but at half cost (0.5 AP costs 0 the first time each round, 1 the second, 0 the third, etc...)

Iron Curtain

You provide concealment--not just cover--to allies behind you.

Taunt

At-will, free, 1 Mana (doesn't require magical ability); subject is compelled to focus hostilities on you (all hostile actions must be centered on you) for 3 rounds. Doesn't work on subjects with no emotion or ability to communicate.

Riposte

On a successful Parry, you may take an attack of opportunity against the attacker using the weapon you parried with.

Dodge

Non-feats
  • Dodge AC is built into Dodge
  • Old-fashioned Evasion is pretty much just spending an Action Point.
Feats
Active Dodge

Choose one opponent; against that opponent, the Action Point cost for reactions to defend yourself is reduced by half (a half-point action costs 0 AP the 1st, 3rd, 5th, etc time used each round, and 1 AP the 2nd, 4th, 6th, etc).

Against your Active Defense target, the Reflex cost reduction applies to offensive actions as well.

Evasion

Against any hostile effect, you gain a chance of 5% per point of Dodge (max 50%) to flat-out avoid it.

  • Each time you do this in a given round, the chance to avoid subsequent attacks is reduced by 50%. If you have 20 ranks of Dodge, you could use this ability twice per round at a 50% chance each time.
  • If the effect has an area, you must be within one move action of the nearest safe square, and you must move to that square.
Uncanny Dodge

You may Dodge attacks of which you were unaware, or while you are not alert.

Critical Dodge

If you are hit for critical damage, you may roll a Dodge check against the DC; on success, the damage is not critical.

Evade and Counter

When an opponent makes a melee attack which you successfully Dodge, you may take an attack of opportunity against them, or, at your option, a five-foot step instead.

Fortitude

Non-feats
  • Fort save
Feats
Thick Skin

Gain DR 1 per rank of Fortitude.

Verve

At-will, swift; spend 1 Stamina, heal yourself for 10% of max HP. Heals subdual damage twice as fast.

Soak

When you suffer any damaging attack, you may attempt a Fortitude check against the attack's DC; on success, you convert the damage into subdual. Does not apply to internal damage.

Iron Bones

Gain Wound Tolerance 1 per 2 ranks of Fortitude.

Hold Your Ground

You gain 50% resistance to push/pull/slide effects, stacking with any other such benefit. Any attempt to use such an attack on you in melee provokes an AOO.

Victory Rush

When you spend Stamina on an attack which defeats a foe, you regain half the Stamina spent.

Armor Proficiency

Reduce the heft of armor and shields by half.

Fighting

Feats
Stance

(5 SP) At-will, free; you may assume one of the following stances.

  • Offensive stance: gain +2 to melee attack rolls, critical threat range, and movement.
  • Defensive stance: gain +2 to all defense rolls, +5 to DR, and +1 Wound Tolerance.
  • Group stance: reduce defense penalties in side/rear arcs by 5, enemies gain no flanking bonus, and all of your melee attacks become a chain 1.
Shout

(5 SP) At-will, free (once/rd); you shout, causing one of the following effects in a close burst 10 for 5 rounds. This costs 1 Stamina (can augment radius or duration by spending more Stamina).

  • Battlecry: allies gain +2 to hit and +2/die of damage.
  • Fight On: allies gain 20% max hp as temporary hp.
  • Charge!: allies gain +3 movement and initiative.
Rage

(5 SP) You gain a Rage attribute:

  • Each time you inflict damage, gain 1 Rage (max once/rd, or 3/rd in offensive stance).
  • Each time you suffer damage, gain 1 Rage (max once/rd, or 3/rd in defensive stance).
  • If in group stance, gain +1 Rage per round for each 2 enemies threatening you.
  • Gain bonus to saves against fear equal to current Rage.
  • On turn start, if Rage > Wis, pass Willpower check each round (DC = 10 + Rage) to avoid flying into a berserker rage, attacking all targets until Rage is expended.
  • Ignore Pain: at-will, immediate; spend X Rage to temporarily suppress the effects of X Wound Points or an Injury worth the same amount. Effects are ignored until the end of combat (max 1 minute per Con).
  • Furious Blow: at-will, augment; melee attack inflicts +100% damage per Rage point spent.
  • Intimidating Shout: at-will, swift, close burst 1/Rage; enemies are frightened (Will ends).

Initiative

Non-feats
  • Rolling Initiative
Feats
Action Point Reserve

Each turn, you may sacrifice your move, swift, and/or standard action to gain 1 temporary AP, lasting until the start of your next turn. Max AP gained each turn is 1 per Initiative rank. (Similar to "ready an action", except you don't have to ready a specific action, nor say what you're readying for)

Blitz

When attacking flat-footed foes (not unaware foes, but those who haven't acted yet in the encounter), you inflict critical damage.

Improved Initiative

When rolling initiative, you roll two d20s, and keep the higher result.

Preparation

At the beginning of each round (including a surprise round), you may take an immediate move or swift action, as if you had spent an Action Point, but with no cost.

Vigilance

You are always forewarned of danger, even while asleep. You become alert one round before each encounter begins (if asleep, you instead awaken and become alert in the first round). You suffer no penalties to Perception to notice danger due to lack of alertness or even unconsciousness.

Leadership

Feats
Second Wind

At-will, free, close burst 10; spend 1 Mana, all allies healed for 20% max hp. Max spent = 1 mana per rank.

Coordination

At-will, free, emanation 10; reserve 1 mana = +1 to checks for all allies. Max reserved = 1 mana/rank.

Inspire Haste

At-will, free, emanation 10; reserve 1 mana = +1 to movement and dodge for all allies. Spend 1 mana to grant 1 AP worth of actions to all allies (usable once). Max spent/reserved = 3 per rank.

Melee

Non-feats
Charge

At-will, std, melee; you move up to twice your base movement in a straight line, then attack once for +50% damage.

Power Attack

Augment; by spending 1 Stamina, you add +100% damage to a melee attack. Stackable.damage.

Disarm

At-will, std, melee; attack does no damage, but if defender fails an opposed Melee check (weapon size modifiers apply), he drops his weapon. Subject can avoid the disarm, but provokes an attack of opportunity (which cannot be a disarm).

Feats
Cleave

Your melee attacks become a chainable within melee reach (max one jump per rank).

Execute

At-will, std, melee, subject must be bloodied; normal damage plus death (Fort partial: double damage).

Flurry

Augment; by spending 1 Stamina, you may attack again. Stackable once/rank.

Hamstring

At-will, swift, melee; attack inflicts 50% normal damage plus 50% movement penalty (Fort ends).

Precise Strike

Augment; by spending 1 Focus, attack gains +1 critical threat range. Can decide to apply after rolling the attack.

Rend

At-will, swift, melee; attack inflicts 50% normal damage, plus same on turn start for 3 rounds.

Your Rend duration changes to Fort ends after 3 rounds. While active, subject suffers Resist 50% (healing).

Slam

At-will, std, melee; melee attack inflicts double damage, but provokes attacks of opportunity.

Your Slam also stuns for 1 rd (Fort negates).

Your Slam causes Devastate: subject gains Vulnerable (weapons) 50% for 1 rd.

Sweeping Strike

At-will, swift, melee; attack inflicts 50% damage and trips the target (Fort negates).

Whirlwind Attack

You can convert a melee attack into a close burst (radius = weapon's reach), inflicting the same damage as a single melee attack.

Recharge 33%, std; you create a path of destruction as you move up to your normal walking speed (not provoking) and hit every creature within 1 square of the path with normal weapon damage +100% (treated as an area effect).

Perception

Feats
Tracking

Like Detect Magic, but for categories of creature (humanoid, animal, etc) (like a WoW hunter). TBD

Alertness

You become aware of enemies in the first round of combat, regardless of perception or surprise. If sleeping, you awaken automatically.

Blindsight

You gain blindsight in a radius of 1 square per rank.

Detect Lies

You always know when you hear a lie.

Detect Traps

You are entitled to an immediate Perception check when you step within one square of triggering a trap. If you notice, you may still need to use Action Points to defend yourself.

Detective

You have a knack for spotting clues in the strangest of places. You may make a Perception check opposed by a character's Persuasion and learn a "clue" about their true nature (whether or not that nature is even known to them).

Foresight

You may reserve up to 2 Focus per rank to gain +1 per Focus reserved to active defenses.

Nightvision

You gain low-light vision.

Persuasion

Non-feats
  • Barter: Buy and sell prices are 2% better per rank of Persuasion.
Feats
Charm

At-will, swift, short range, 1 Mana (doesn't require Magic); subject is charmed while not in combat. Subject to modifiers for initial reaction, situation, etc.

Ranged

Non-feats
  • Automatic Fire: Requires a weapon with this capability; after each attack, you may attack the same target again, but with a cumulative -5 penalty. You may continue this until you run out of ammunition, if desired.
  • Aim: At-will, move or swift; choose one target. You gain a +5 bonus to hit and crit with your next ranged attack against that target; lost if you move, or target leaves current range increment. Stackable; each repeat action increases bonus and renews duration; can be stacked up to once per rank of the skill.
Feats
Rapid Shot

Augment; you may follow up a standard ranged attack with another attack by spending 1 Stamina. Can be done once per round per rank. Note: Aim bonus applies to only one attack.

Precise Shot

Allies do not grant cover to subjects of your ranged attacks. Furthermore, you may negate the effects of cover by beating an enemy's defense check by 10 points of more (20 for near-perfect cover).

Point Blank Shot

You suffer no attack of opportunity for firing a ranged weapon while threatened.

Called Shot

At-will, std, must have Aim on target; attack has a 25% chance per Aim stack of inflicting an injury on the body part of your choice. WP equivalent determined by weapon damage.

Instant Aim

You may spend up to 1 Focus per rank to immediately gain one stack of Aim.

Controlled Burst

When using Automatic Fire, the first extra attack (per 5 ranks of Ranged) has no penalty to hit.

Spellcraft

Non-feats
Still Spell

Costs 1 Focus; spell requires no somatic components.

Silent Spell

Costs 1 Focus; spell requires no verbal components.

Perfect Spell

When you critically succeed on a spell attack, the spell's base mana cost is reduced to 0. (Metamagic costs still apply)

Feats
Careful Targeting

When casting an area spell, you may remove 1 ally or other square from the effect per rank of Spellcraft.

Chain Spell

Targeted spell becomes chain 5. Each jump costs 1 Focus.

Contingency

You cast a spell as normal, but at greater DC (usually +10), which you must roll in order to determine success. The spell does not take effect immediately, but rather becomes a resident spell effect, to take effect immediately upon a specified contingency (the complexity of which determines the DC modifier). Mana spent can regenerate as normal, but each resident spell requires reserving 1/5th of the original Mana cost.

Precise Spell

Augment; by spending 1 Focus, spell attack gains +1 critical threat range. Can decide to apply after rolling the attack.

Spell Steal

On a successful Dispel check, you "steal" the spell. Beneficial enhancements are transferred to you. Shaping effects change their allegiance.

Feats, or possibly separate powers (TBD):

Spell Trigger

"At-will, 10 minutes per Mana cost; you pre-cast a spell (one of your known Powers). Instead of taking effect immediately, its energy is stored in an item.

  • The type of item is largely up to you, although the way it is used should have something to do with the way it is triggered. For instance, a wand holds a lightning bolt spell nicely, but how would one aim a lightning bolt if it were bound to a crystal ball?
  • At any time thereafter, you may unleash the spell, using the same action it would normally take, but with no Mana cost. If desired, you may use your Mana to add metamagic to the spell as it is cast.
  • Each point of Mana stored in a Spell Trigger costs 1 Preparation. Your total Preparation = your Spellcraft skill bonus. Each individual spell trigger may use no more than 2 Preparation per rank of Spellcraft."
Spell Focus

"At-will, 1 hour; you enchant a physical item, so that it will better be able to help you channel energy. Choose a Power that you know. The item is now a focus for that power.

  • This differs from a Spell Trigger, in that the item is not one-use, but rather can be used as many times as you want.
  • At any time, you may cast the spell your focus is tied to, using the same action. You must spend Mana to do so, but for each point you spend, you get 2 points of effective Mana.
  • Similarly, any Focus costs of the spell are also doubly efficient.
  • A Spell Focus costs money to create: 2 sp for a rank 1 power, 1 gp for rank 2, 5 gp for rank 3, 25 for rank 4, 100 for rank 5."

Stealth

Non-feats
Hide

At-will, swift, requires concealment; you hide, becoming invisible to anyone who fails a Perception check against your Stealth roll. Movement and sound break the effect, as does loss of your concealment.

Move Silently

You can stay hidden after using Hide, provided you do not leave concealment, and do not exceed 50% movement rate.

Feats
Sneak Attack

(5 SP) When you attack an unalert or unaware target, you inflict critical damage. Applies to melee attacks, or ranged attacks within 1 square per point of Ranged skill. Using a Sneak Attack breaks you out of Hide and makes the target aware of you.

Vanish

You may attempt to Hide even while observed, albeit at a -10 penalty.

Injure

When you score a Sneak Attack, you may choose a body part, and inflict an Injury rather than wounds.

Blind Spot

You may attempt to Hide without concealment, provided you are currently standing in a subject's rear arc. This has a -10 penalty, and applies only to subjects whose rear arc you are standing in.

Distract

Recharge 33%, swift, short range; you throw a rock, or otherwise cause a nuisance at the remote location. Roll Stealth vs Perception for all creatures within 5 squares of the target. On success, creatures are "distracted" for 3 rounds, suffering a -10 penalty to further Perception checks. On failure, nothing happens. This is a "stealthy" action and does not cause you to lose stealth. Subjects must not already be aware of you. If subjects are aware of danger, but not you (i.e. in combat), the duration is only 1 round.

Assassinate

After making a Sneak Attack, you may immediately attempt to hide again with a -10 penalty to Stealth. On success, the enemy is alerted, but is not aware of you. Normal requirements for hiding still apply.

Ninja vanish

Whenever you gain access to concealment or enter a blind spot, you may attempt to Hide or Vanish as an immediate, rather than a swift action.

Snipe

After firing a ranged weapon, you may immediately attempt a new Stealth check at a -10 penalty to remain hidden. On success, the target does not become aware of you, but will be alerted to danger if not already.

Silent Surge

You may use the charge action without breaking stealth. You may only charge half the normal distance. After charging, you are no longer hidden.

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