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 Post subject: Level 2 feats
PostPosted: Fri Oct 16, 2009 10:15 pm 
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Final Boss
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Joined: Sat Jul 07, 2007 12:59 pm
Posts: 2039
Wii Code: 3135-8011-6978-8544
Live ID: Thajocoth (Same for Steam)
Feat suggestions: (My top suggestions, if any, are in bold)

Svetlana:
Implement Expertise: +1 all atk rolls
Reckless Charge: –2 to AC for +1 to attack while charging
Primal Fury: +1 atks vs bloodied foes
Toughness: +5 max HP

Ahmiks:
Opportunity Gore: Use Goring Charge for Opportunity Attacks
Hide Armor Expertise: Substitute Con modifier (+3) for Dex (+0) or Int (+0) to determine AC

Weapon Expertise: +1 all atk rolls
Greathorn: Use d8 instead of d6 for Goring Charge
Reckless Charge: –2 to AC for +1 to attack while charging
Powerful Charge: +2 damage on a charge and +2 to Bull Rushes
Improved Rageblood Vigor: Add 5 to temporary HP gained from Rageblood Vigor
Toughness: +5 max HP
Goring Shove: Push targets hit with Goring Charge 1 square
Rising Fury: +2 feat bonus to damage for a round after defeating an enemy
Sickening Finish: When you defeat an enemy, +1 feat bonus to all defenses for a round
Power Attack: May choose to take -2 to atk for +3 to damage

Latro:
Arcane Familiar: Lightning Lizard
Focused Expertise: +1 to all attack rolls
Scion of the Gods: +1 feat bonus to Fort & Will
Escalating Assault: Bonus to Aegis of Assault
Toughness: +5 max HP

Fighter:
Weapon Expertise: +1 to all atk rolls
Potent Challenge: +Con mod (3) to Combat Challenge damage
Executioner's Style: +Con mod (3) damage when you miss with Reaping Strike
Hunting Wolf Style: You can use Crushing Surge on a charge
Power Attack: May choose to take -2 to atk for +3 to damage
Powerful Charge: +2 damage on a charge and +2 to Bull Rushes
Berserker's Fury: Multiclass Barbarian for training in one skill and a daily power granting +2 to damage for an encounter
Warborn Fury Style: +2 to Reaping Strike miss damage

Tier:
Human Perserverence: +1 to saving throws
Human Resolve: When you spend an action point, gain 3+Cha mod(5) temp hp
Action Surge: +3 to attack during an action point action
Stubborn Survivor: +2 to saving throws when you have no action points left
Arcane Familiar: Gain an arcane familiar
Arcane Familiar - Parrot: Parrot grants it's owner +2 diplomacy & streetwise, can speak any language you know, and you can talk through it.
Improved Majestic Word: Healed allies also gain Cha mod (5) temp hp
Bardic Knowledge: +2 feat bonus to Arcana, Dungeoneering, History & Nature
Strength of Valor: +2 to the damage roll of allies who gain temp hp from your Virtue of Valor
Distant Advantage: Gain combat advantage against flanked enemies
Radiant Soul - +2 Diplomacy
Skill Focus:Diplomacy - +3 Feat bonus to diplomacy
Mark of Scribing - +2 bonus to diplomacy, 4 new languages, and you can create scrolls in half the time. (You cannot have more than one Dragonmark, and having it may effect things in-game. It's a visible mark. A giant birthmark of sorts...)


Vicky:
Implement Expertise: +1 to all atk rolls
Human Resolve: When you spend an action point, gain 3+Cha mod(5) temp hp
Action Surge: +3 to attack during an action point action
Stubborn Survivor: +2 to saving throws when you have no action points left
Arcane Familiar: Gain an arcane familiar
Distant Advantage: Gain combat advantage against flanked enemies
Toughness: +5hp per tier
White Lotus Feats: Add a bonus to your At-Will attacks

Resh:
Human Resolve: When you spend an action point, gain 3+Cha mod(5) temp hp
Action Surge: +3 to attack during an action point action
Stubborn Survivor: +2 to saving throws when you have no action points left
Brutal Shroud: Reroll 1s for shroud damage
Crimson Eye Action: When you spend an Action Point, you put an additional shroud on your target
Killer's Insight: Once per encounter, you can put 2 shrouds on a target instead of 1
Toughness: +5 max hp

_________________
Pics of me Snowboarding, trips 1 & 2
Pics of me Snowboarding, trip 3
Latest Comic: Diamond Defense


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 Post subject: Re: Level 2 feats
PostPosted: Sat Oct 17, 2009 12:33 am 
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Final Boss
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Joined: Sat Jul 07, 2007 12:59 pm
Posts: 2039
Wii Code: 3135-8011-6978-8544
Live ID: Thajocoth (Same for Steam)
Level 2 Utility Power options:
(I'm listing all your options)
Options you have for being trained in a skill list the skill next to the option.
Purple options are worthless to you
White options are Daily powers
Red options are Encounter powers
Green options are At-Will powers

Ahmiks:
Combat Sprint - Encounter - Move Action - Move your speed + 4 with a +4 bonus against Opp Attacks during the movement
Primal Vitality - Daily - Minor Action - Gain 1/2 level + Con mod temp hp. If raging, gain 1/2 level plus twice your con mod temp hp instead.
Stonebreaker - Encounter - Minor Action - For a round, gain +5 to str checks to break objects and deal double damage to objects.
Tiger's Leap - Encounter - Move Action - Make an athletics check to jump with a +5 power bonus. You are considered to have a running start.
(Athletics) Bounding Leap - Encounter - Move Action - Make an athletics check to jump with a +5 power bonus. You are considered to have a running start.

(Endurance) Endure Pain - Daily - Immediate Interrupt when you're hit by an attack - Until end of your next turn, gain resist 5+ con mod to all damage.
(Endurance) Inspiring Fortitude - Daily - Standard Action - Close Burst 5 - You use your Second Wind and each ally in the burst gains 10 + your con mod temp hp.
(Intimidate) Ominous Threat - Encounter - Free Action when you hit an enemy with a melee attack - You mark the enemy, and one ally marked by the enemy is no longer marked.
(Athletics) Scrambling Climb - Encounter - Move Action - Make an athletics check to climb with a +5 power bonus. You can climb your speed + 2 for this climb.


Svetlana:
Barkskin - Your con mod is 0, so this does nothing for you.
Fleet Pursuit - Daily - Minor Action - For the rest of the encounter, gain a +Dex mod (3) bonus to speed in beast form.
Obscuring Mist - Daily - Standard Action - [Caster form only] - Burst 1 within 10 - Zone is lightly obscured - Sustain Minor - Increase size of zone by 1, up to a maximum of Burst 5.
Skittering Sneak - Daily - Free Action - For this encounter, you can use Wild Shape to become a tiny beast. You gain +5 to stealth and cannot attack pick up anything, or manipulate objects.
(Insight) Anticipate Maneuver - Encounter - Minor Action - Melee - Make an insight check against an enemy's bluff check to gain combat advantage.
(Athletics) Bounding Leap - Encounter - Move Action - Make an athletics check to jump with a +5 power bonus. You are considered to have a running start.

(Perception) Far Sight - You don't have a ranged weapon, so this does nothing for you.
(Nature) Nature Sense - Daily - Free action in a natural environment - Replace an initiative check with a nature check. Also, you & your allies get +4 to all defenses for the first round of the encounter.
(Athletics) Scrambling Climb - Encounter - Move Action - [Caster form only] - Make an athletics check to climb with a +5 power bonus. You can climb your speed + 2 for this climb.

Latro:
Arcane Transport - Daily - Free Action when you teleport using a Swordmage Power - Bring an ally within 2 squares of you to a space adjacent to your new position.
Channeling Shield - Encounter - Immediate Interrupt when you or an ally within 10 is hit by an attack - reduce the damage from the attack by 5 + your con mod.
Dimensional Warp - Encounter - Close burst 3 - Pick two units in the burst that are you and/or your allies. Swap their positions.

Eldritch Speed - Daily - No Action - Gain +5 to initiative. You can take an extra move action on your first turn.
Elemental Aegis - Daily - Immediate Interrupt when a marked enemy within 10 attacks an ally - Ally gains resist 5 + your con mod to Acid, Cold, Lightning, Fire or Thunder until the end of your next turn
Fear No Elements - Daily - Minor Action - Gain resist 5 + Con mod to Acid, Cold, Lightning, Fire or Thunder for the encounter
Ghost Step - Daily - Minor Action - Gain a stance of shift an extra square when you shift for the encounter (or until you use another stance)
Host of Shields - Daily - Minor Action - Gain a stance of +2 power bonus to AC & Reflex for the encounter (or until you use another stance)
Mythal Recovery - Encounter - Minor Action - Make a saving throw
Ward of Brilliance - Daily - Immediate Interrupt when an enemy you marked hits you - Gain +4 power bonus to AC & Ref until the end of your next turn. If the attack still hits, the enemy is blinded until the end of your next turn.
(Arcana) Arcane Mutterings - Encounter - Free Action when you would make a Bluff, Diplomacy or Intimidate check - Make an Arcana check instead.
(Athletics) Bounding Leap - Encounter - Move Action - Make an athletics check to jump with a +5 power bonus. You are considered to have a running start.
(Intimidate) Ominous Threat - Encounter - Free Action when you hit an enemy with a melee attack - You mark the enemy, and one ally marked by the enemy is no longer marked.

(History) Perfect Recall - At-Will - Free Action when you would make an Int check - Make a History Check instead
(Athletics) Scrambling Climb - Encounter - Move Action - Make an athletics check to climb with a +5 power bonus. You can climb your speed + 2 for this climb.

Fighter:
Boundless Endurance - Daily - Minor Action - You gain a stance that gives you regeneration 2+Con mod while you're bloodied.
Close the Gap - Encounter - Immediate Reaction when an adjacent marked enemy is defeated - Mark an adjacent enemy.
Create Opening - Encounter - Minor Action - An adjacent target is now marked by you. The target may make a free attack against you with a -2 penalty. An ally adjacent to the target can shift it's speed as a free action.

Defensive Stance - Daily - Minor Action - You gain a stance in which you're slowed and have +2 power bonus to AC. You can also shift 1 whenever an attack misses you as an immediate reaction.
Get Over Here - Encounter - Move Action - Slide an adjacent ally 2 squares to an adjacent square
No Opening - Encounter - Immediate Interrupt - An enemy attacks you with combat advantage - They don't have combat advantage for this attack

Pass Forward - At-Will - Move Action - Pick an adjacent enemy. As long as your move ends adjacent to that enemy, your move doesn't provoke opportunity attacks from them
Shielded Sides - Does nothing because you have no shield
Shrewd Repositioning - Does nothing because your Wis mod is 0

Unstoppable - Daily - Minor Action - Gain 2d6 + Con mod temp hp
(Athletics) Bounding Leap - Encounter - Move Action - Make an athletics check to jump with a +5 power bonus. You are considered to have a running start.
(Endurance) Endure Pain - Daily - Immediate Interrupt when you're hit by an attack - Until end of your next turn, gain resist 5+ con mod to all damage.
(Endurance) Inspiring Fortitude - Daily - Standard Action - Close Burst 5 - You use your Second Wind and each ally in the burst gains 10 + your con mod temp hp.
(Intimidate) Ominous Threat - Encounter - Free Action when you hit an enemy with a melee attack - You mark the enemy, and one ally marked by the enemy is no longer marked.
(Athletics) Scrambling Climb - Encounter - Move Action - Make an athletics check to climb with a +5 power bonus. You can climb your speed + 2 for this climb.


Tier:
Canon of Avoidance - Daily - Standard Action - An ally within 10 gets a +2 bonus to all defenses until the end of your next turn. Sustain minor - You can transfer the bonus to another ally within 10.
Clockwork Precision - Daily - Standard Action - You and allies in 10 can Aid Another with a +2 bonus for the encounter adding a bonus +1 to successful aiding.
Concerted Effort - Daily - Standard Action - Until the end of your next turn, you and allies in 10 get a +1 to attack rolls. This increases by 1 each time a target hits with at least one attack on their turn.
Hunter's Tune - Daily - Minor Action - An ally within 10 gets +5 to stealth and takes no penalty for moving faster than 2 squares per turn. Sustain minor if the ally is still within 10.
Inspire Competence - Encounter - Minor Action - You and all allies in the burst get +2 to a skill until the end of the encounter
Moment of Escape - Encounter - Move Action - Slide an ally within 10 4 squares

Song of Courage - Daily - Minor Action - Allies within 5 get a +1 power bonus to attacks. Sustain minor.
Song of Defense - Daily - Minor Action - Allies within 5 get a +1 power bonus to AC. Sustain minor.
Words of Protective Fate - Daily - Minor Action - Crits on you and allies in 10 have a 55% chance to be normal hits for the encounter
(Insight) Anticipate Maneuver - Encounter - Minor Action - Melee - Make an insight check against an enemy's bluff check to gain combat advantage.
(Arcana) Arcane Mutterings - Encounter - Free Action when you would make a Bluff, Diplomacy or Intimidate check - Make an Arcana check instead.
(Bluff) Battle Feint - Encounter - Minor Action - Melee - Make a Bluff check against the enemy's passive insight to give an adjacent ally combat advantage against the enemy on their next attack that round.

(Perception) Far Sight - You don't have a ranged weapon, so this does nothing for you.
(Diplomacy) Soothing Words - Daily - Add your cha mod to the total healing of anyone who spends a healing surge during a short rest

Vicky:
Arcane Insight - Encounter - Free Action when you roll an Arcana check - Reroll the check, keeping the better result.
Daunting Presence - Encounter - Minor Action - Until the end of your next turn, gain +5 to intimidate and adjacent creatures get -2 penalty to hit you.

Expeditious Retreat - Daily - Move Action - Shift up to twice your speed
Feather Fall - Daily - Free Action when a creature within 10 falls - Target takes no damage from the fall
Float - Daily - You float 6 inches above the ground (good against traps, tremorsense or liquid terrain)
Guardian Blades - Daily - Minor Action - For the encounter or until you're unconscious, adjacent enemies that attack you take your int mod of force damage. (max: once per enemy per turn)
Jump - Encounter - Move Action - Range 10 - Target makes a jump check with a +10 bonus as a free action and is considered to be running.
Phantasmal Terrain - Daily - Standard Action - Burst 2 in 10 - Difficult Terrain in the zone costs an extra square of movement and traps in the zone have +int mod to attacks against your enemies.
Shield - Encounter - Immediate Interrupt when you're hit by an attack - Gain +4 to AC & Ref until the end of your next turn.
Summon Shadow Serpent - Daily - Minor Action - Summon a small shadow serpent within 10 with speed 6, +5 to stealth and no penalty for stealthing at full speed. As a Minor: You see through the serpent's eyes, but cannot attack through the serpent.
(Arcana) Arcane Mutterings - Encounter - Free Action when you would make a Bluff, Diplomacy or Intimidate check - Make an Arcana check instead.
(Religion) Faith Healing - Daily - Standard Action - Touch - Target can spend a healing surge.
(Nature) Nature Sense - Daily - Free action in a natural environment - Replace an initiative check with a nature check. Also, you & your allies get +4 to all defenses for the first round of the encounter.
(Dungeoneering) Otherworldly Lore - Encounter - Minor Action - You make a dungeoneering check to determine an aberrant creature's resistances & vulnerabilities. If successful, you or an ally gains +4 power bonus to their next attack roll against the target
(History) Perfect Recall - At-Will - Free Action when you would make an Int check - Make a History Check instead

Resh:
Cat's Trickery - Encounter - Until the end of your next turn, you gain darkvision and douse a light source within 10 squares (no bigger than a lantern)
Cloak of Shades - Encounter - Minor Action - Until the end of your next turn, you gain concealment from all creatures and are invisible to anyone more than 5 squares away

Lurking Shadow - Daily - Standard Action while in dim light or darkness - You become invisible until you move more than two squares in a turn, somebody bumps into you or you move into bright light. You can shift 1 square if somebody tries to enter your space. Sustain minor.
Shadowed Legion - Daily - Minor Action - You're in a stance of "Allies within 5 squares can use my stealth score to stealth"
(Acrobatics) Agile Recovery - At-Will - Minor Action - You stand up
(Athletics) Bounding Leap - Encounter - Move Action - Make an athletics check to jump with a +5 power bonus. You are considered to have a running start.
(Streetwise) City Rat - Encounter - Free Action when you move and have cover from at least one creature - Make a streetwise check instead of stealth to become hidden from any creature from which you have cover.

(Endurance) Endure Pain - Daily - Immediate Interrupt when you're hit by an attack - Until end of your next turn, gain resist 5+ con mod to all damage.
(Thievery) Fast Hands - At-Will - Free Action once per round - Draw or sheathe a weapon or pick up an item or retrieve or stow an item.
(Endurance) Inspiring Fortitude - Daily - Standard Action - Close Burst 5 - You use your Second Wind and each ally in the burst gains 10 + your con mod temp hp.
(Stealth) Obscured Avoidance - At-Will - Minor Action when you're marked by a creature than you have concealment from - You're no longer marked.
(Athletics) Scrambling Climb - Encounter - Move Action - Make an athletics check to climb with a +5 power bonus. You can climb your speed + 2 for this climb.

_________________
Pics of me Snowboarding, trips 1 & 2
Pics of me Snowboarding, trip 3
Latest Comic: Diamond Defense


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