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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Heart of the Pahari
    Prerequisites: Half-Genie or Half-Ghul.

    Benefit: You gain the Tail Slam racial power. In a given encounter, you can use either Tail Slam or the encounter power granted to you by your race. If you are a Half-Jann, as you do not have a racial encounter power, you do not have any such limitation.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Heart of the Sabi
    Prerequisites: Half-Genie or Half-Ghul.

    Benefit: Choose an elemental manifestation. You gain the racial encounter power associated with that manifestation. In a given encounter, you can use either your Sabi racial power or the encounter power granted to you by your race. If you are a Half-Jann, as you do not have a racial encounter power, you do not have any such limitation.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Heritage Fusion
    Prerequisites: Half-Ghul, Sorcerer, Cha 15, Spell Source class feature, Energy Resistance racial feature.

    Benefit: When you score a critical hit with a Sorcerer power, you deal additional damage equal to your resistance to any type of damage you deal as part of the attack. For example, a Sorcerer with resist 12 cold that scores a critical hit with Dragonfrost would deal an additional 12 points of damage.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Lizardfolk Weapon Training
    Prerequisites: Lizardfolk.

    Benefit: You gain proficiency & a +2 feat bonus to damage with all spears & one-handed axes.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Master Magician
    Prerequisites: Wizard, Cantrips.

    Benefit: You gain the Arcane Subtlety, Ghost Image, & Dancing Lights wizard powers. In addition, your Ghost Sound & Prestidigitation cantrips can be cast as a minor action.

    Arcane Subtlety
    • “Lightning bolt? What lightning bolt?”
    • At-Will * Arcane, Implement
    • Free Action - Personal
    • Trigger: You make an attack with the arcane keyword.
    • Effect: Make an attack against each enemy that witnessed the attack, but was not targeted by it.
    • Attack: Intelligence vs. Will.
    • Hit: The target does not see the attack, & its mind composes a rational explanation for what happened. If the target has an Intelligence score of 5 or less, then it is unaffected by this power. If the power has an effect that lasts beyond the end of your current turn, the target notices it after the end of your current turn.

    Ghost Image
    • “I swear! The Wizard went that way!”
    • At-Will * Arcane, Illusion
    • Minor Action - Ranged 10
    • Target: One unoccupied square within range.
    • Effect: You cause an illusory figure to appear in the square. It can move up to six squares, & then it vanishes around a corner, into a shadow, or down a dark hall. The illusion can be a specific person, or of a specific Medium race. It can also be a Medium animal or monster.

    Dancing Lights
    • “How beautiful, these little lights…”
    • At-Will * Arcane, Conjuration
    • Minor Action - Ranged 10
    • Target: Four unoccupied squares within range.
    • Effect: You create a small sphere of colored light to appear in the square. It sheds bright light in its own square, & in all squares within 3 squares of it. Each light has a speed of fly 8 (hover). As a move action, you can move one light, or move all the lights 4 squares. The lights last for 5 minutes.
    • Special: You can only have one light or dancing lights cantrip active at one time. If you create another light or set of dancing lights, the previous cantrip winks out.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Mortal Sorcery
    Prerequisites: Sorcerer.

    Benefit: When you use a sorcerer power, before making any attack rolls, you can chose to take 5 damage. If you do so, the power deals 5 points of additional damage on a hit, 3 if it hits more than one target. The damage increases to 7, 4 if there is more than one hit, at level 11 & to 9, 5 if there is more than one hit, at level 21.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Pack Diplomacy
    Prerequisites: Gnoll, Pack Fighter racial feature.

    Benefit: Allies within 10 squares that can see & hear you gain a +1 racial bonus to Diplomacy checks.

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    Paired Swamp Hunters
    Prerequisites: Lizardfolk, Ranger, Beast Mastery class feature.

    Benefit: If your beast companion is a snake or a lizard, it gains combat advantage against creatures in aquatic or foliage-based difficult terrain.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Is it just me, or is d12's on Sneak Attacks for only 3 feats easily worth it?

    Also easily over-powered/abused/cheesed?

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Quote Originally Posted by Saint GoH View Post
    Is it just me, or is d12's on Sneak Attacks for only 3 feats easily worth it?
    Opinions may vary, so it's not just you. I am of the opinion, though, that just about nobody will spend three precious feats on pumping their sneak attack to that degree. And if they do, they will find that, unless they find a way to use their SA on things that are normally immune, their DMs will still be able to challenge them effectively without any difficulty. DMs should not be worried, as I'm sure that there are better things to spend three feats on than merely having d12 SA damage.

    It might be worth it for some, but I imagine that for the serious optimizers, this will be seen as a trap to take it so many times. The only real concern, for me, is the possibility of a rogue gaining a bunch of bonus feats (which for them are usually mutually-exclusive with their SA progression), so that they would have enough to burn on taking Improved Sneak Attack multiple times. As far as I can tell, though, it's not an easy thing for a rogue to do.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Quote Originally Posted by Zeta Kai View Post
    It might be worth it for some, but I imagine that for the serious optimizers, this will be seen as a trap to take it so many times. The only real concern, for me, is the possibility of a rogue gaining a bunch of bonus feats (which for them are usually mutually-exclusive with their SA progression), so that they would have enough to burn on taking Improved Sneak Attack multiple times. As far as I can tell, though, it's not an easy thing for a rogue to do.
    At 10th and above, a rogue is entitled to take a bonus feat in place of picking a special ability; those are independent of Sneak Attack progression and basically give the rogue an extra four feat slots should he want them. So...
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Quote Originally Posted by afroakuma View Post
    At 10th and above, a rogue is entitled to take a bonus feat in place of picking a special ability; those are independent of Sneak Attack progression and basically give the rogue an extra four feat slots should he want them. So...
    That's assuming that the rogue in question wouldn't take obviously better options, like Improved Evasion or Skill Mastery. and that they don't take arguably more beneficial feats, like Lion's Leap or Parry. Plus, a rogue's special abilities are mid-to-late-game features, when the barbarian & the fighter are power attacking for hundreds of points of damage, the bard is charming armies to lay down their swords, the cleric & the the druid are in full Zilla mode, & the wizard/sorcerer is disintegrating everything in sight at the very least. My only concern with a 10th level rogue (the soonest that a rogue can get Improved Sneak Attack three times) doing d12 SA damage is that your average group of players may not have enough d12s to throw down all at once.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Perceptive
    Prerequisites: Gnoll, Wisdom 13.

    Benefit: You gain a +2 bonus to your passive perception & passive insight, & a +2 feat bonus to Initiative.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Prehensile Tail
    Prerequisites: Lizardfolk, Pahari, or Kobold.

    Benefit: You gain a +2 bonus to Athletics made to climb & jump & Acrobatics checks made to jump, climb or balance.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Quick Step
    Prerequisites: Dexterity 13.

    Benefit: Once per encounter, as a minor action, you can shift two squares. You can take this action as your last action after a charge.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Defensive Stance is completely negated by the first ability of the tactical feat Cataphract. This seems like poor implementation.

    The styles seem like they would feel like more of a progression if they granted the base ability when selected and then granted the further ones after gains in BAB rather than at set points. It also seems a bit deflating that there aren"t abilities gained at BAB values above +9
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Rallying Cacophony
    Prerequisites: Gnoll, Leader role.

    Benefit: Allies in the burst of your Disheartening Cackle racial power gain a +2 power bonus to their next attack before the start of your next turn.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Reckless Attack
    Prerequisites: Strength 15.

    Benefit: When making a melee attack, you can choose to take a -3 penalty to all defenses until the end of your next turn to gain a +2 bonus to the damage roll, +3 if you are wielding a two-handed weapon. If you use Reckless Attack on more than one attack in a single round, the penalties to your defenses stack. The damage bonus increases to 4, 6 for two-handed weapons at level 11 & to 6, 9 for two-handed weapons at level 21.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Reckless Shifter
    Prerequisites: Kobold, Careful Quicksteps racial feature.

    Benefit: You can move a number of squares equal to half your speed as a minor action.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Quote Originally Posted by Mulletmanalive View Post
    Defensive Stance is completely negated by the first ability of the tactical feat Cataphract. This seems like poor implementation.

    The styles seem like they would feel like more of a progression if they granted the base ability when selected and then granted the further ones after gains in BAB rather than at set points. It also seems a bit deflating that there aren"t abilities gained at BAB values above +9
    1) This discussion (as with any discussion about a currently-in-progress chapter) belongs here, in the Chapter 0 thread. That's the catch-all discussion thread, & is the best place to talk about whatever new material is going up. I almost didn't see your comment, because I was posting other things.

    2) Those two feats were made independently of each other.

    3) They don't negate each other, by any means. They do partially overlap, though, so we should probably edit Defensive Stance. My kneejerk reaction would be to change DS to be a shield-only bonus that scales with increase levels. Reactions to this are most welcome (in the Chapter 0 thread, of course).

    4) I'm not sure what you're saying in your second paragraph, but if I read it right, that's exactly what the style feats do. You take one, & you gain any & all abilities listed, if your BAB is high enough. Think of the minimum BAB listing as a sub-prerequisite, for a free sub-feat within the main feat. If your BAB is high enough, than you get them all. That's sure seems like a progression to me, but maybe you meant something different, & I'm just not getting it.

    5) The cap at BAB +9 is to allow anyone who wants to gain & take advantage of a combat style to do so before they reach epic levels. Yes, even those damnable mages. The melee guys are the chief target, as they are the ones to benefit the most from these, but we don't want to exclude anyone. The fighter will be able to take the most advantage of these, being the class with the most feats, but all classes can benefit. And the scaling power allows players to gain much more for their feat investment, which I would say is much better than a +1 to damage with a single kind of weapon, but if that's what you want...

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Reserve Infusion
    Prerequisites: Artificer, Healing Infusions class feature.

    Benefit: At the end of each extended rest, you prepare one additional healing infusion, which lasts until the end of your next extended rest. This infusion cannot be replenished during a short rest as usual, & once used is not replenished until the end of your next extended rest. At level 16, this feat confers a second additional infusion, with the same restrictions.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Resilience Conditioning
    Prerequisites: Trained in Endurance

    Benefit: When you regain hit points, & you would regain hit points above your maximum hit point value, you gain temporary hit points equal to the number of hit points over maximum you would have regained. These temporary hit points stack with temporary hit points from any source, including from this feat.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Resilient Spirit
    Prerequisites: Shaman, Spirit Companion.

    Benefit: Your spirit companion must take an additional 5 points of damage to be dismissed.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Signature Weapon
    Prerequisites: Rogue, Sneak Attack class feature.

    Benefit: Select a one-handed melee weapon or bow in which you are proficient. You may use that one-handed melee weapon as a light blade for the purposes of sneak attack & rogue powers & rogue paragon path powers. If you select a bow, you can use that bow in place of a crossbow for sneak attack, rogue powers & rogue paragon path powers.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Skill Versatility
    Prerequisites: Human.

    Benefit: You gain a +2 feat bonus to skills from your class skill list in which you are trained.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Soul Theft
    Prerequisites: Rogue.

    Benefit: Once per encounter, when you score a critical hit on an enemy, make a thievery check opposed by your choice of the target’s Fortitude, Reflex, or Will defense. If the check exceeds the chosen defense, you regain one healing surge & the target cannot regain hit points (save ends).

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    For the record, Defensive Stance is no more. Go back to having fun.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Tactical Insight
    Prerequisites: Intelligence 15, Trained in Insight.

    Benefit: You can use your Intelligence modifier in place of your Dexterity modifier when rolling initiative. You also gain a +2 feat bonus to initiative checks.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Tall Tale to Tell
    Prerequisites: Bard, Trained in History, Arcana or Religion.

    Benefit: When you slip up, you can adeptly change the topic. When you fail o a bluff or diplomacy check, you can make a religion, history or arcana check & use the result of the second skill check in place of the first. Success on the second roll confers the same benefit as if the first roll had succeeded.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Tinkerer
    Prerequisites: Intelligence 13, Kobold.

    Benefit: You gain a +2 bonus to Arcana, History, Perception & Thievery checks made to notice, find out about or disable a trap. You also gain a +2 bonus to all defenses against the attacks of traps.

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