These have been converted from my old campaign. Any response as to peoples opinion of their power rating, I'm happy to hear it. Use a 1-5 scale please, with 5 being too powerful, 4 being strong but not too powerful, 3 being perfect, 2 being not great, but useful on occasion, and 1 being near worthless.
Heroic Feat Descriptions
Cat Lives [General]
You just never seem to die.
Prerequisite: Con 15+
Benefit: You may use a healing surge to stand during dying saving throws on a 19 or 20.
Eccentric [General]
You have a number of strange quirks about you.
Prerequisite: Int 13+
Benefit: Choose a non-weapon, non-armor item you can not normally use (wand, rod, etc), you can utilize that item type.
Special: This can be taken multiple times for different item types.
Finder [General]
You have an unnatural ability to find and keep trinkets.
Prerequisite: Charisma 13+
Benefit: Every 1d8 game days, the character just “happens” upon a rats nest treasure that “appears” in their backpack, bags, etc. The DM secretly rolls randomly to determine which day of the week the item “appears”. Rats nest treasure include anything from an old sock to a magic item (massively random), to herbs. At paragon levels the DM rolls twice and you obtain both items. At Epic level the DM roll three times and you receive all three items.
Lucky [General]
Benefit: When enemies are randomly determining whom to attack, hit with taxes, take as a prisoner, make an example of, target for a joke or prank, your chance of gaining the attack are reduced to 50% of what everyone else possible has. Creatures never coup de’grace you if there is anyone else to attack. Finally once a day you may choose to add a +1 to any single roll before you roll the die.
Mule [General]
You are used to carrying heavy loads of equipment and can shoulder a much heavier burden then someone with your strength is normally capable of handling.
Prerequisite: Con 13+
Benefit: Your strength is considered 50% higher for purposes of carrying, lifting, pushing and dragging.
Paragon Feats
Dauntless [General]
You are abnormally quick and reactive in combat situations.
Prerequisite: Dex 17+
Benefit: As a move action you may shift 2 instead of shift 1.
Faith [Special]
Prerequisite: Channel divinity class feature.
Benefit: You may recharge your channel divinity power when you use an action point. The channel divinity power can be used as part of the action point’s action.
True Heroics [General]
It is within you to do great things.
Prerequisite: Chr 17+
Benefit: After each extended rest, you start with 2 instead of 1 action point.
Epic Feats
Celerity [General]
You are abnormally quick and reactive in combat situations.
Prerequisite: Dexterity 21+
Benefit: You roll two initiatives. Each round you may choose which initiative to perform your normal turn on. On the other initiative you may shift 1. You must refocus each initiative independently, and can only do so with your normal action.
Heroic Feat Descriptions
Cat Lives [General]
You just never seem to die.
Prerequisite: Con 15+
Benefit: You may use a healing surge to stand during dying saving throws on a 19 or 20.
Eccentric [General]
You have a number of strange quirks about you.
Prerequisite: Int 13+
Benefit: Choose a non-weapon, non-armor item you can not normally use (wand, rod, etc), you can utilize that item type.
Special: This can be taken multiple times for different item types.
Finder [General]
You have an unnatural ability to find and keep trinkets.
Prerequisite: Charisma 13+
Benefit: Every 1d8 game days, the character just “happens” upon a rats nest treasure that “appears” in their backpack, bags, etc. The DM secretly rolls randomly to determine which day of the week the item “appears”. Rats nest treasure include anything from an old sock to a magic item (massively random), to herbs. At paragon levels the DM rolls twice and you obtain both items. At Epic level the DM roll three times and you receive all three items.
Lucky [General]
Benefit: When enemies are randomly determining whom to attack, hit with taxes, take as a prisoner, make an example of, target for a joke or prank, your chance of gaining the attack are reduced to 50% of what everyone else possible has. Creatures never coup de’grace you if there is anyone else to attack. Finally once a day you may choose to add a +1 to any single roll before you roll the die.
Mule [General]
You are used to carrying heavy loads of equipment and can shoulder a much heavier burden then someone with your strength is normally capable of handling.
Prerequisite: Con 13+
Benefit: Your strength is considered 50% higher for purposes of carrying, lifting, pushing and dragging.
Paragon Feats
Dauntless [General]
You are abnormally quick and reactive in combat situations.
Prerequisite: Dex 17+
Benefit: As a move action you may shift 2 instead of shift 1.
Faith [Special]
Prerequisite: Channel divinity class feature.
Benefit: You may recharge your channel divinity power when you use an action point. The channel divinity power can be used as part of the action point’s action.
True Heroics [General]
It is within you to do great things.
Prerequisite: Chr 17+
Benefit: After each extended rest, you start with 2 instead of 1 action point.
Epic Feats
Celerity [General]
You are abnormally quick and reactive in combat situations.
Prerequisite: Dexterity 21+
Benefit: You roll two initiatives. Each round you may choose which initiative to perform your normal turn on. On the other initiative you may shift 1. You must refocus each initiative independently, and can only do so with your normal action.