Class Feats of Eden

Martial Class-Specific Feats (12)

Cunning Backstab [Rogue]
Prerequisite(s): Str 13 or Cha 13
Benefit: The first Rogue daily attack power that you use in an encounter has a +1 bonus to its attack rolls. If you miss with that power and it is not Reliable, you have a +1 bonus to AC and Reflex Defense until the end of the encounter.

Blocking Attack
Prerequisite(s): Con 13, Combat Superiority class feature
Benefit: Once per encounter, when you take a total defense action, you can make a melee basic attack on the same turn as a minor action. A target you mark with this attack takes a -4 penalty to damage rolls against your allies until the end of your next turn.

Evasive Fighter
Prerequisite(s): Con 13, Dex 15, Combat Superiority class feature
Benefit: You add your dexterity instead of your constitution score to your hit points and use it in place of your Wisdom modifier for your Combat Superiority class feature.

Sneak Attack of Opportunity
Prerequisite(s): Sneak Attack class feature
Benefit: Once per encounter, you can gain combat advantage against an enemy when making an opportunity attack against it. You deal 1[W] extra damage with this attack.

Dart Shooter
Prerequisite(s): Proficient with the Blowpipe, Sneak Attack class feature
Benefit: You treat the Blowpipe as a sling or crossbow for the purposes of your powers and class features. You have a +2 feat bonus to damage with the Blowpipe. This improves to +3 at 11th level and +4 at 21st level.

Street Fighter
Prerequisite(s): Proficient with an Unarmed weapon, Sneak Attack class feature
Benefit: You can use Unarmed weapons for your Sneak Attack class feature and Rogue powers. You must wield them one-handed in order to use them this way.

Versatile Rogue
Prerequisite(s): Sneak Attack class feature
Benefit: You can use any Versatile weapons for your Sneak Attack class feature and Rogue powers. You must wield them one-handed in order to use them this way.

Dagger Sneak Attack
Prerequisite(s): Sneak Attack class feature
Benefit: If you have combat advantage against an enemy and attack it with a Dagger, your attack has a +2 feat bonus to damage. This improves to +4 at 21st level.

Spirit Hunter’s Implement
Prerequisite(s): Wis 15
Effect: You can use any magic melee or ranged weapon as an implement for your Ranger powers with the implement keyword. The Ranger does not add the proficiency bonus of his or her weapon when it is used as an implement. Powers do not use the weapon’s range unless they have a range of “Melee Weapon” or “Ranged Weapon.”

Spirit Hunter’s Luck
Prerequisite(s): Wis 15, Spirit Hunting Style
Benefit: You gain an extra use of your Spirit Hunting Style reroll ability each encounter.

Commanding Word
Prerequisite(s): Int 13 or Cha 13, Inspiring Word class feature
Benefit: Whenever you use your Inspiring Word class feature, you can slide the target 1 square.

Employ The Analysis
Prerequisite(s): Str 13, Dex 13, Analytical Presence
Benefit: Whenever you use the benefit of your Analytical Presence, you gain a bonus to ranged attack rolls equal to your Strength modifier and a bonus to melee attack rolls equal to your dexterity modifier until the end of your next turn against the creature you chose for your Analytical Presence.

Versatile Weapon Expertise
Prerequisite(s): Str 15, Dex 15, Analytical Presence
Benefit: You gain a +1 bonus to ranged and attack and damage rolls with a ranged weapon wielded in your off-hand if you have a melee weapon in your main hand. This improves to +2 at 8th level, +3 at 16th level and +4 at 21st level. You only apply a maximum of +3 from your dexterity modifier to ranged attack and damage rolls.

Divine Class-Specific Feats (16)

Brutal Radiance
Prerequisite(s): Divine Challenge class feature
Benefit: Your Divine Challenge damage is modified by your Strength modifier instead of your Charisma modifier.

Divine Strength
Prerequisite(s): Divine Power Source
Benefit: You use your wisdom or charisma modifier for your attack and damage rolls with basic attacks (whichever is higher). In addition, you gain a +2 feat bonus to Athletics checks.

Cenobite Monk
Prerequisite(s): Wis 15 or Cha 15
Benefit: Your attacks with the Mace, Sickle, Quarterstaff and any Unarmed weapon with Divine encounter powers use your Wisdom or Charisma modifier in place of your Strength modifier for attack and damage rolls, and have a +2 feat bonus to damage rolls with encounter powers where you attack with these weapons.

Divine Armor Training
Prerequisite(s): Cha 15 or Wis 15, Divine Power Source
Benefit: You have an armor bonus to AC while wearing cloth or no armor equal to your Wisdom (Paladin) or Charisma (Cleric) modifier, up to a maximum of +4. The maximum bonus improves to +6 at 21st level.

Devil’s Song
Prerequisite(s): Divine power source, Cha 15
Benefit: You can choose to deal Necrotic damage with any Prayer instead of its original damage keywords.

Master of Unlife
Prerequisite(s): Channel Divinity class feature, Cha 15
Benefit: Your encounter and daily powers with the Necrotic keyword ignore the resistance or immunity to Necrotic damage of Shadow, Undead and Spirit creatures.

Recurring Divinity
Prerequisite(s): Cha 15, Channel Divinity
Benefit: Once per encounter, you can spend an unused encounter attack power to make use of a Channel Divinity power, even if you have already used your Channel Divinity power during this encounter.

Channel Divinity: Vestige of the Greater Spirit
Prerequisite(s): Channel Divinity class feature, must worship the appropriate spirit.
Benefit: You can invoke the power of one Greater spirit. You gain the Channel Divinity power for a single Greater Spirit of your choice. Its alignment must match yours. You can take this feat a second time to gain the Channel Divinity Power of a second Greater Spirit of your choice, which you also must worship, but who’s alignment need not match yours. You must be able to satisfy the creeds of both Spirits who’s powers you make use of.

Channel Divinity: Arcline’s Kindness Feat Power
Arcline blesses all things, regardless of their wealth of stature, so that they will return the blessing to others.
Encounter @ Divine
Free Action Close Burst 10
Trigger: Any ally in burst fails a saving throw.
Target: The triggering ally.
Effect: That ally rerolls the failed saving throw with a +2 power bonus. Until the end of your next turn, that ally can choose one of its allies in range (except you) that failed a saving throw and as a free action that ally can reroll the failed saving throw.

Channel Divinity: Inunkuru’s Jealousy Feat Power
Inunkuru covets all things, and will only give favor if favor is promised to her in return.
Encounter @ Divine
Free Action Close Burst 10
Trigger: An ally in burst fails a saving throw.
Target: The triggering ally.
Effect: That ally rerolls the failed saving throw with a +2 power bonus. You gain a +2 power bonus to a single saving throw you make before the end of your next turn.

Channel Divinity: Koyki’s Hatred Feat Power
Koyki’s wrath brings devastating power to his supporters, so long as they themselves are filled with evil and hatred.
Encounter @ Divine
Minor Action Personal
Effect: The next successful attack you make before the end of your next turn deals +2d6 damage. This improves to +3d6 at 11th level and +4d6 at 21st level.

Channel Divinity: Ravindra’s Justice Feat Power
Ravindra brings a burning retribution upon those who would raise arms against the innocent.
Encounter @ Divine, Fire, Radiant
Immediate Reaction Close Burst 5
Trigger: A bloodied ally in burst is attacked.
Effect: The attacker takes Fire and Radiant damage equal to 2d10 + your level.

Channel Divinity: Orvial’s Fortune Feat Power
Orvial’s tricks and luck can bring great fortune or terrible fate to those who invoke his powers.
Encounter @ Divine
Free Action Personal
Effect: You can use this power after making a successful attack roll. You can reroll that attack roll and must use the second result, even if it is lower. If the second attack roll is successful as well, the attack becomes a critical hit.

Channel Divinity: Paikar’s Resurgence Feat Power
Paikar’s vigor and glory flow through the blood inside of living creatures, allowing them to stand when they otherwise could not.
Encounter @ Divine, Healing
Free Action Close Burst 10
Trigger: You or an ally in burst are reduced to 0 or less HP.
Effect: You or the ally can spend a healing surge.

Channel Divinity: Kaehma’s Beckoning Feat Power
Kaehma’s voice resonates within the fleeting mind of a dying being, causing it to stand and fight.
Encounter @ Divine
Free Action Close Burst 5
Trigger: An ally in burst is reduced to 0 or less HP.
Effect: The ally can act normally while dying. It makes death saving throws at the end of its turns and is dazed, but can otherwise act as though it were not dying until it recovers or dies.

Channel Divinity: Rashine’s Speed Feat Power
Rashine flows like the beams of light streaming through water, fast enough to move unseen.
Encounter @ Divine, Teleportation
Move Action Close Burst 5
Target: You or an ally in burst.
Effect: You teleport the target to any other unoccupied square inside the burst.

Channel Divinity: Trudgar’s Mettle Feat Power
Trudgar’s unyielding willpower empowers the creature to act as though unhindered by any malady.
Encounter @ Divine
Free Action Close Burst 5
Trigger: You or an ally in burst is attacked and the effect imposes a daze, stun, slow or weaken condition.
Effect: You or that ally ignore the effects of that condition during you (or that ally’s) next turn.

Arcane Class-Specific Feats (24)

Dangerous Wizardry
Prerequisite(s): Con 11, Cha 11, Implement Mastery
Benefit: You add your Intelligence Modifier instead of your Constitution modifier to your hit points. In addition, you have a +1 feat bonus to AC.

Natural Wizardry
Prerequisite(s): Wis 11, Cha 15
Benefit: You can use your Charisma modifier in place of your Wisdom modifier for the conditions and effects of your Wizard encounter powers. You gain a +2 bonus to Arcana checks.

Precise Wand
Prerequisite(s): Implement Mastery “Wand of Accuracy” class feature.
Benefit: If you applied your Wand of Accuracy class feature to a Wizard spell, that spell targets enemies only and has a +2 bonus to damage. This bonus improves to +3 at 11th level and +4 at 21st level.

Potent Staff

Prerequisite(s): 11th level, Implement Mastery “Staff of Defense” class feature.
Benefit: When you would apply your “Staff of Defense” class feature, its bonus increases by +2.

Double Precision
Prerequisite(s): 11th level, Implement Mastery “Wand of Accuracy” class feature.
Benefit: You can apply your Wand of Accuracy class feature twice during an encounter. The second time applies only half of the normal bonus.

Cautious Orb
Prerequisite(s): Implement Mastery “Orb of Imposition” class feature, 11th level
Benefit: You can apply your “Orb of Imposition” class feature’s penalty to saving throws twice during an encounter. The second time applies only half of the normal bonus.

Natural Implement Mastery
Prerequisite(s): Wis 13, Cha 15
Benefit: You can use your Charisma modifier for the “Orb of Imposition” or “Wand of Accuracy” (choose one, you can change your choice by retraining this feat) class features in place of the ability scores used by those features.

Orb of Antagonism
Prerequisite(s): Cha 13, Orb of Transmutation Implement Mastery
Benefit: Instead of applying the benefits of your Orb of Transmutation Implement Mastery to yourself and one ally, you can apply one benefit to yourself, and apply any one power bonus benefit as a penalty to an enemy (ex. a +2 power bonus to damage rolls becomes a -2 penalty to damage) until the end of your next turn.

Transmuter of Emotions
Prerequisite(s): Cha 13, Orb of Transmutation Implement Mastery, 11th level
Benefit: You can give a +2 power bonus to saving throws as one of the two benefits you can apply with your Orb of Transmutation class feature.

Ambushing Wand
Prerequisite(s): Implement Mastery “Wand of Evocation” class feature
Benefit: During the first round of combat, you have combat advantage and a +1 bonus to damage rolls against creatures that have not yet taken a turn. In addition, you gain a +2 feat bonus to Initiative.

Overwhelming Wand
Prerequisite(s): Implement Mastery “Wand of Evocation” class feature, 11th level
Benefit: Once per day, you may spend a daily magic item power to add 1/2 your level as extra damage when applying your “Wand of Evocation” implement mastery to an attack. If this bonus is applied to a daily attack power, you add your level instead of half your level to the damage.

Beguiling Staff
Prerequisite(s): Implement Mastery “Staff of Mirages” class feature
Benefit: If you hit with a daily power that causes a condition that a save can end during the first round of combat, that saving throw can only be made on a roll of 12 or higher.

Illusory Movements of the Staff
Prerequisite(s): Implement Mastery “Staff of Mirages” class feature, 11th level
Benefit: Whenever you attack an enemy with an Encounter power that has the Illusion keyword, that enemy has a -1 penalty to all defenses until the end of your next turn as long as you have line of sight to it.

Mage’s Signature Spells
Prerequisite(s): Eidetic Memory class feature, Wis 17, 21st level
Benefit: You encounter and daily attack powers of level 9 or lower deal 1d4+5, 1d6+4, 1d8+3 or 1d10+2 extra damage depending on which type of damage die the power rolls.

Rod of Unbound Power
Prerequisite(s): Cha 15, Int 13
Benefit: Once per encounter, when making an attack with a Warlock power while wielding a Rod as your implement, you deal 1d6 + your intelligence modifier damage to all enemies adjacent to your target. This damage ignores those enemies’ resistance to damage.

Wand of Dark Fortune
Prerequisite(s): Int 15, Con 13, Cha 13
Benefit: Once per encounter, when making an attack with a Warlock power while wielding a Wand as your implement, you gain combat advantage against the target of your attack.

Improved Warlock’s Curse
Prerequisite(s): Warlock’s Curse class feature
Benefit: Your Warlock’s Curse damage dice become d8s.

Violent Curse
Prerequisite(s): Warlock’s Curse class feature, 11th level
Benefit: If you have combat advantage against a target when applying your Warlock’s Curse damage to it, it takes 1 point of extra damage per damage dice rolled for your Warlock’s Curse.

Hungering Curse
Prerequisite(s): Warlock’s Curse class feature, Cha 13
Benefit: When you miss with a Warlock encounter attack power against an enemy under your Warlock’s curse, you deal 1d4 damage to it as Miss damage. This improves to 2d4 at 11th level and 3d4 at 21st level.

Star Warlock’s Control
Prerequisites: Cha 13, Warlock, Star Pact
Benefit: Your Star Pact Warlock encounter and daily powers use the better of your Constitution or Charisma modifier for their attack and damage rolls instead of the ability scores they would normally use.

Improved Nature’s Resilience
Prerequisites: Con 13, Cha 13, Warlock, Fleurian Pact
Benefit: Your Nature’s Resilience Resistance to damage improves by +1. This increases to +2 at 21st level.

Fleurian Warlock’s Presence
Prerequisites: Con 13, Cha 13, Warlock, Fleurian Pact
Benefit: Your Fleurian Pact Warlock encounter and daily powers use the better of your Constitution or Charisma modifier for their attack and damage rolls instead of the ability scores they would normally use.

Improved Living Aura
Prerequisite(s): Spirit Pact, Int 13
Benefit: The max size of your aura and range of your powers improves to Melee 4, Close Burst 4 or Close Blast 4. In addition, the bonus to AC improves to +2.

Cunning Spirit Warlock
Prerequisite(s): Spirit Pact, Int 15
Benefit: You have a +1 bonus to AC and Reflex defense in light armor when under the effects of a Spirit Pact Stance power. This improves to +2 at 21st level.

Hardy Spirit Warlock
Prerequisite(s): Spirit Pact, Con 15
Benefit: You add half your level to your healing surge value and can use your Second Wind as a minor action when under the effects of a Spirit Pact Stance power. If you could already use your Second Wind as a minor action, you can now use it as a free action during your own turn instead.

Deadly Spirit Warlock
Prerequisite(s): Spirit Pact, Int or Con 15,  11th level
Benefit: You have a +1 bonus to attack rolls and damage rolls when under the effects of a Spirit Pact Stance power.



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