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<blockquote data-quote="That One Guy" data-source="post: 4187247" data-attributes="member: 64672"><p><strong>Etc. Feats...</strong></p><p></p><p>...you'll know what I mean.</p><p></p><p>[SBLOCK]</p><p><strong>SUCKER BET</strong></p><p>Tier: Heroic</p><p>Prerequisites: Trained in Stealth and Bluff</p><p>Benefit: If you miss on an Opportunity Attack, deal 1/2 Dex Mod damage.</p><p>Special: If trained as a Rogue Artful Dodger, may deal 1/2 Cha Mod damage.</p><p>Special: If trained as a Rogue Brutal Scoundrel, may deal 1/2 Str Mod damage.</p><p>Special: This Feat does not trigger the effect of the Fighter's Combat Superiority.</p><p></p><p><strong>POWER RUSH</strong></p><p>Tier: Heroic</p><p>Prerequisites: Trained in Athletics and Endurance.</p><p>Benefit: When charging, add +1 to damage and attack rolls, and +1 to squares moved.</p><p></p><p><strong>TUMBLER'S TRICK</strong></p><p>Tier: Heroic</p><p>Prerequisites: Dex:17, and Trained in Acrobatics.</p><p>Benefit: While moving and not wearing heavy armour, add +1 to all defenses.</p><p></p><p><strong>NATURAL HEALER</strong></p><p>Tier: Heroic</p><p>Prerequisites: Trained in Heal and Nature.</p><p>Benefit: Heal Checks you perform are at a DC lowered by 3.</p><p>Special: Once per turn, and no more than two times/encounter, as a move action you may Heal an adjacent conscious ally, allowing them a Healing Surge w/ a +2 bonus.</p><p></p><p><em>The combat healing special thing is really not as powerful as a cleric, and it cannot be used on an unconscious/dying character... so I didn't think it was too powerful.</em></p><p></p><p><strong>FAMILIAR FOE</strong></p><p>Tier: Heroic</p><p>Prerequisites: Wis:14, Hunter's Quarry Class Feature.</p><p>Benefit: Gain a +2 Feat Bonus to hitting your Quarry. Also, gain a +2 to Defenses against attacks from your Quarry.</p><p></p><p><strong>PACIFYING STRIKE</strong></p><p>Tier: Heroic</p><p>Prerequisites: Trained in Diplomacy and Heal.</p><p>Benefit: A foe hit by your basic attack stays at 0 hp. They do not fall unconscious or begin to die. They are stunned (Save Ends). If they fail their first save, they are dazed, slowed, and weakened; suffer a -2 to all defenses, attacks, and cannot use powers. These penalties can be removed through healing of any type. If the afflicted creature does not receive aid in 5 minutes, it falls unconscious w/ -1 hp, but stabilized for one hour.</p><p></p><p><em>I have no idea how under or over-powered this is. If it seems too strong, can it. I just think this type of thing'd be useful for more role-play oriented PCs.</em></p><p></p><p><strong>SPELLPOWER FEINT</strong></p><p>Tier: Heroic</p><p>Prerequisites: Capable of using Spells, trained in Arcana and Bluff.</p><p>Benefit: Up to twice per encounter, when using a spell roll a bluff check against an enemy's passive insight. If successful, gain a +2 to the Attack roll.</p><p>Special: If targeting a group of enemies, choose one that you gain the benefit against.</p><p></p><p><strong>WAIT-A-SECOND</strong></p><p>Tier: Heroic</p><p>Prerequisites: Trained in Streetwise and Bluff.</p><p>Benefit: Gain a +2 on passive Insight versus Bluff.</p><p>Special: This sense of being grounded gives a +1 bonus to Will Defense versus Charm and Compulsion effects.</p><p></p><p><strong>ZEALOTRY</strong></p><p>Tier: Heroic</p><p>Prerequisites: Trained in Religion and Intimidation.</p><p>Benefit: Twice per day you can work yourself up into a zealous fervor, add +2 to Religion and Intimidation checks for five minutes.</p><p>Special: If capable of using Channel Divinity, for one encounter/day all numeric values relating to Channel Divinity Damage or Bonuses is +1.</p><p></p><p><em>I dunno' if it should be an encounter per day, or once per an encounter... but I imagine the zealous fervor thing should last for a few rounds in combat terms. If it needs to be nerfed, so be it.</em>[/SBLOCK]</p><p></p><p></p><p>If I feel up to it, I'll add the kajillion fighter feats I thought of.</p><p>*Posted them.</p></blockquote><p></p>
[QUOTE="That One Guy, post: 4187247, member: 64672"] [b]Etc. Feats...[/b] ...you'll know what I mean. [SBLOCK] [B]SUCKER BET[/B] Tier: Heroic Prerequisites: Trained in Stealth and Bluff Benefit: If you miss on an Opportunity Attack, deal 1/2 Dex Mod damage. Special: If trained as a Rogue Artful Dodger, may deal 1/2 Cha Mod damage. Special: If trained as a Rogue Brutal Scoundrel, may deal 1/2 Str Mod damage. Special: This Feat does not trigger the effect of the Fighter's Combat Superiority. [B]POWER RUSH[/B] Tier: Heroic Prerequisites: Trained in Athletics and Endurance. Benefit: When charging, add +1 to damage and attack rolls, and +1 to squares moved. [B]TUMBLER'S TRICK[/B] Tier: Heroic Prerequisites: Dex:17, and Trained in Acrobatics. Benefit: While moving and not wearing heavy armour, add +1 to all defenses. [B]NATURAL HEALER[/B] Tier: Heroic Prerequisites: Trained in Heal and Nature. Benefit: Heal Checks you perform are at a DC lowered by 3. Special: Once per turn, and no more than two times/encounter, as a move action you may Heal an adjacent conscious ally, allowing them a Healing Surge w/ a +2 bonus. [I]The combat healing special thing is really not as powerful as a cleric, and it cannot be used on an unconscious/dying character... so I didn't think it was too powerful.[/I] [B]FAMILIAR FOE[/B] Tier: Heroic Prerequisites: Wis:14, Hunter's Quarry Class Feature. Benefit: Gain a +2 Feat Bonus to hitting your Quarry. Also, gain a +2 to Defenses against attacks from your Quarry. [B]PACIFYING STRIKE[/B] Tier: Heroic Prerequisites: Trained in Diplomacy and Heal. Benefit: A foe hit by your basic attack stays at 0 hp. They do not fall unconscious or begin to die. They are stunned (Save Ends). If they fail their first save, they are dazed, slowed, and weakened; suffer a -2 to all defenses, attacks, and cannot use powers. These penalties can be removed through healing of any type. If the afflicted creature does not receive aid in 5 minutes, it falls unconscious w/ -1 hp, but stabilized for one hour. [I]I have no idea how under or over-powered this is. If it seems too strong, can it. I just think this type of thing'd be useful for more role-play oriented PCs.[/I] [B]SPELLPOWER FEINT[/B] Tier: Heroic Prerequisites: Capable of using Spells, trained in Arcana and Bluff. Benefit: Up to twice per encounter, when using a spell roll a bluff check against an enemy's passive insight. If successful, gain a +2 to the Attack roll. Special: If targeting a group of enemies, choose one that you gain the benefit against. [B]WAIT-A-SECOND[/B] Tier: Heroic Prerequisites: Trained in Streetwise and Bluff. Benefit: Gain a +2 on passive Insight versus Bluff. Special: This sense of being grounded gives a +1 bonus to Will Defense versus Charm and Compulsion effects. [B]ZEALOTRY[/B] Tier: Heroic Prerequisites: Trained in Religion and Intimidation. Benefit: Twice per day you can work yourself up into a zealous fervor, add +2 to Religion and Intimidation checks for five minutes. Special: If capable of using Channel Divinity, for one encounter/day all numeric values relating to Channel Divinity Damage or Bonuses is +1. [I]I dunno' if it should be an encounter per day, or once per an encounter... but I imagine the zealous fervor thing should last for a few rounds in combat terms. If it needs to be nerfed, so be it.[/I][/SBLOCK] If I feel up to it, I'll add the kajillion fighter feats I thought of. *Posted them. [/QUOTE]
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