Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Paragon Tier Feats
Any feat in the following section is available to a
character of 11th level or higher who meets the
prerequisites.
Action Recovery [Human]
Prerequisite: Human
Benefit: When you spend an action point to gain
an extra standard action, you can immediately roll a
saving throw against each condition affecting you that
a save can end.
Agile Athlete
Benefit: When you make an Acrobatics check
or an Athletics check, roll twice and use the higher
result.
Arcane Reach
Prerequisite: Dex 15
Benefit: When using a close arcane attack power,
you can choose a square within 2 squares of yours as
the origin square. The power still follows the rules for
close attacks.
Armor Specialization (Chainmail)
Prerequisites: Dex 15, training with chainmail
Benefit: You gain a +1 feat bonus to AC while
wearing chainmail. You reduce the check penalty
incurred by chainmail by 1.
Armor Specialization (Hide)
Prerequisites: Con 15, training with hide armor
Benefit: You gain a +1 feat bonus to AC when
wearing hide armor. You reduce the check penalty
incurred by hide armor by 1.
Armor Specialization (Plate)
Prerequisites: Con 15, training with plate armor
Benefit: You gain a +1 feat bonus to AC when wearing
plate armor.
Armor Specialization (Scale)
Prerequisites: Dex 15, training with scale armor
Benefit: You gain a +1 feat bonus to AC when
wearing scale armor. You ignore the speed penalty
normally incurred by scale armor.
Back to the Wall
Benefit: Whenever you are adjacent to a wall, you
gain a +1 bonus to melee attack rolls, melee damage
rolls, and AC.
Blood Thirst
Benefit: You gain a +2 bonus to melee damage rolls
against bloodied foes.
Combat Anticipation
Benefit: You gain a +1 feat bonus to all defenses
against ranged, area, and close attacks.
Combat Commander [Warlord]
Prerequisites: Warlord, Combat Leader class
feature
Benefit: The bonus to initiative granted by your
Combat Leader class feature is now equal to your
Charisma modifier or your Intelligence modifier,
whichever is higher.
Danger Sense
Benefit: When you make an initiative check, roll
twice and take the higher of the two rolls.
Deadly Axe
Prerequisites: Str 17, Con 13
Benefit: You treat all axes as high crit weapons.
Defensive Advantage
Prerequisite: Dex 17
Benefit: When you have combat advantage against
an enemy, you gain a +2 bonus to AC against that
enemy’s attacks.
Devastating Critical
Benefit: When you score a critical hit, you deal an
extra 1d10 damage.
Distant Shot
Benefit: You ignore the –2 penalty for making
ranged attacks at long range.
Dwarven Durability [Dwarf]
Prerequisite: Dwarf
Benefit: Increase your number of healing surges by
two and your healing surge value by your Constitution
modifier.
Empowered Dragon Breath [Dragonborn]
Prerequisites: Dragonborn, dragon breath racial
power
Benefit: Use d10s for the damage roll of your
dragon breath power instead of d6s.
Evasion
Prerequisite: Dex 15
Benefit: When an area or close attack targeting
your AC or Reflex defense misses you but deals
damage on a miss, you take no damage from the
attack.
Feywild Protection [Eladrin]
Prerequisites: Eladrin, fey step racial power
Benefit: When you use your fey step power, you
gain a +2 bonus to all your defenses until the end
of your next turn.
Fiery Rebuke [Tiefling]
Prerequisites: Tiefling, infernal wrath racial power
Benefit: When you use your infernal wrath power
and hit with an attack, the target takes fire damage
equal to 5 + one-half your level in addition to any other
damage the attack deals.
Fleet-Footed
Benefit: You gain a +1 feat bonus to your speed.
Great Fortitude
Benefit: You gain a +2 feat bonus to your Fortitude
defense.
Hammer Rhythm
Prerequisites: Str 15, Con 17
Benefit: If you miss with a melee attack with a
hammer or a mace and you wouldn’t otherwise still
deal damage on the miss, you deal damage to your
original target equal to your Constitution modifier.
This damage receives no modifiers or other benefits
you normally gain to weapon damage.
Heavy Blade Opportunity
Prerequisites: Str 15, Dex 15
Benefit: When you make an opportunity attack
with a heavy blade, you can use an at-will attack that
has the weapon keyword instead of a basic attack.
Improved Second Wind
Benefit: When you use your second wind, you heal
an additional 5 hit points.
Inescapable Force
Benefit: When you use a power that has the
force keyword, you deal full damage (instead of half
damage) against insubstantial creatures, and that
power deals an extra 1d10 damage to such creatures.
Iron Will
Benefit: You gain a +2 feat bonus to your Will defense.
Lasting Frost
Benefit: Any target you hit with a power that has
the cold keyword gains vulnerable cold 5 until the end
of your next turn.