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  1. - Top - End - #91
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Stalking Panther [Style]
    You are a relentless predator driven by instinct & hatred towards your foe.

    Prerequisites: BAB +3, Wisdom 13+, Track.

    Benefits: You gain the following techniques based on your base attack bonus:
    • Cunning Tracker (minimum BAB): When you successfully track a creature, you may apply your Wisdom bonus to your initiative roll should you encounter that creature within the next hour. If the creature is one of your favored enemies, you & your party gain a +1 bonus to your initiative rolls in such an encounter.
    • Favored Enemy (+1 BAB): You select a favored enemy, as a ranger. This stacks with favored enemies from other sources.
    • Predatory Scouting (+1 BAB): If you can spend one minute uninterrupted observing a creature, you may designate that creature as a favored enemy in place of one of your current favored enemies for a one hour duration. You may use this ability any number of times per day, but you may make this exchange with only one of your current favored enemy selections at a time.
    • Harass (+1 BAB): Each round that you make at least one attack against a foe, you gain a +1 bonus to attack & damage rolls against that enemy, as well as a +1 dodge bonus against that enemy’s attacks & a +1 competence bonus to saving throws against effects generated by that enemy. These bonuses are cumulative to a maximum of +5 on the 5th & subsequent rounds for as long as you continue making attacks against that same enemy. Double these bonuses when making attacks against a favored enemy.
    • Skirmish (+1 BAB): On any round in which you move 10’ or more, your melee attacks deal an additional 2d6 points of damage. Attacks made against a favored enemy deal a further 1d6 points of damage per bonus point they would normally receive (so if you would normally deal 2 points of additional damage against a favored enemy, you instead deal 2d6 points of additional damage if you have moved 10’ or more this round, as well as the 2d6 points of damage this feat already provides, for a total of 4d6 points of additional damage).
    • Death Attack (+1 BAB): You gain the death attack of an assassin, using half your total character level in place of the assassin’s class levels. If you already have access to this ability from another source, you may increase the DC of your death attacks by 2.
    • Dedicated Hatred (+1 BAB): When making attacks against a favored enemy, the critical threat range of your weapon is doubled (even if already doubled by Improved Critical, the keen edge spell or the keen weapon property). When making attacks against a favored enemy immune to critical hits, instead that enemy becomes vulnerable to critical hits as well as precision damage (such as sneak attack damage), though it only takes half of any precision damage (rounded down) that you would deal it.
    Special: A fighter may select Stalking Panther as one of his fighter bonus feats. A ranger may gain Stalking Panther in place of Endurance at 3rd level.
    Last edited by Zeta Kai; 2011-07-12 at 10:49 PM.

  2. - Top - End - #92
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Swashbuckler [Style]
    Trusting to your wits, your weapon & perhaps the protection of a buckler, you rush artfully into the fray.

    Prerequisites: BAB +3, Dexterity 13+, Weapon Finesse.

    Benefits: You gain the following techniques based on your base attack bonus, but only while wielding a light or one-handed weapon & carrying nothing in your off-hand (though you may have a buckler at no penalty if you wish):
    • Rapid Strike (minimum BAB): You can get one extra attack per round with a melee weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one & the normal ones) takes a -2 penalty. You must use the full attack action to use this ability.
    • Close Pursuit (+2 BAB): When a foe you threaten takes a 5’ step, you may move 5’ towards that foe as an immediate action. This does not count as your own 5’ step for the round.
    • Swirling Blade (+1 BAB): When making a standard attack, you can attack a second time with the same weapon with a -5 penalty to the attack roll.
    • Backflip (+1 BAB): As a move action, you may move up to half your speed (rounded down to the nearest 5’ increment) in a straight line in any direction other than toward an adjacent foe. The square you start out in is not considered threatened by any opponent you can see, & therefore visible enemies do not get attacks of opportunity against you when you move from that square. You still provoke attacks of opportunity from any foes that have total concealment from you.
    • Acrobatic Assault (+2 BAB): You flip yourself over & around a foe as a move action, moving to a point that from your original position would have been flanking that foe. You may choose to perform the assault as a standard action instead, in which case you may make a single attack against the enemy during the flip. For this attack, you are considered to be flanking your target. You must be adjacent to a foe to perform an acrobatic assault, & you must land in an unoccupied square also adjacent to the foe. If there is no square available, you cannot perform an acrobatic assault.
    Special: A fighter may select Swashbuckler as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:50 PM.

  3. - Top - End - #93
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Tempest Assault [Style]
    Your right hand & your left work in tandem, each weapon working in concert to deliver a furious assault.

    Prerequisites: BAB +3, Dexterity 15+, Two-Weapon Fighting.

    Benefits: You gain the following techniques based on your base attack bonus while wielding two weapons (or a double weapon):
    • Paired Attack (minimum BAB): As a standard action, you may make an attack with two held weapons against a single foe.
    • Storm’s Strikes (+1 BAB): You may add your Dexterity bonus to damage when attacking with two melee weapons (or both sides of a double weapon).
    • Twin Lightning (+1 BAB): When making an attack of opportunity, you may attack with two held weapons instead of one.
    • Chorus of the Gale (+1 BAB): When wielding two weapons of different types (a long sword & a mace, a long sword & a scimitar etc.), each weapon receives the bonuses from Weapon Focus, Weapon Specialization, Greater Weapon Focus, & Greater Weapon Specialization as if it were also the other weapon (if you hold such feats for both weapon types, each weapon receives double bonuses).
    • Ruinous Thunder (+1 BAB): If you successfully strike a foe with your main weapon & your offhand weapon in the same round, you may deal rend damage equal to one & a half times your Strength bonus (if any), plus additional rend damage based on how many successful attacks you have managed against that foe this round, as per the following table:

      Table 6-2: Ruinous Thunder Damage
      {table=head]Attacks|Bonus Damage
      2|6d6
      3|9d6
      4|12d6
      5|15d6
      6|18d6
      7+|24d6[/table]

      This damage is treated as though dealt by your offhand weapon. If you are capable of dealing precision damage (via Sneak Attack or similar abilities), you must choose between dealing your precision damage or dealing your rend damage. You cannot deal both types of damage via the same attacks. If you are attacking more than one foe, you may make decisions regarding precision & red damage separately for each foe, & count attacks for rend damage separately for each foe (i.e. if you make three attacks against a blue dragon & two against its druid ally, you deal 9d6 points of additional rend damage to the dragon & 6d6 points of additional damage to the druid).
    • Elusive Spin (+2 BAB): As an immediate action, you may spin away from an oncoming attack or effect, shifting your position by 5’. This movement does not provoke attacks of opportunity.
    Special: A fighter may select Tempest Assault as one of his fighter bonus feats. A ranger who has selected the Two-Weapon Combat style may receive Tempest Assault in lieu of Improved Two-Weapon Fighting at 6th level; should the ranger already possess Tempest Assault, he may instead select any other feat for which he has the prerequisites.
    Last edited by Zeta Kai; 2011-07-12 at 10:52 PM.

  4. - Top - End - #94
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Unarmed Mastery [Style]
    You are an expert of unarmed combat, developing skills from an ancient tradition to evolve a new style that is uniquely your own.

    Prerequisites: BAB +3, Wisdom 13+, Improved Unarmed Strike.

    Benefits: You gain the following techniques based on your base attack bonus , but only while fighting unarmed:
    • Steel Strike (minimum BAB): Increase the damage of your unarmed strike by two steps (1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, etc.) & add 1˝ times your Strength modifier to the damage of your unarmed strike (minimum 0). If you have levels as a monk, instead treat your unarmed strike damage as one step higher.
    • Strike Shaping (+2 BAB): As a free action, you may change the type of damage your unarmed strike deals between bludgeoning, piercing, & slashing. Any given unarmed strike can only deal one type of damage.
    • Improved Grab (+2 BAB): When you hit a creature of up to one size larger than yourself with your unarmed strike, you can attempt to start a grapple as a free action without provoking an attack of opportunity.

    Special: A fighter may select Unarmed Mastery as one of his fighter bonus feats. A monk may select Unarmed Mastery as a bonus feat at 2nd level even if she does not meet the prerequisites.
    Last edited by Zeta Kai; 2011-07-12 at 10:53 PM.

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

    Zephyr’s Dance [Style]
    You have made an art of fighting with weapons that can be both guided in melee & thrown, making you a deadly whirlwind at any distance.

    Prerequisites: BAB +3, Dexterity 13+, Quick Draw.

    Benefits: You gain the following techniques based on your base attack bonus while wielding throwing weapons:
    • Whipping Winds (minimum BAB): You may use the better of your Strength or Dexterity modifier on attack & damage rolls made with a throwing weapon, whether as a melee or ranged attack.
    • Gale’s Guidance (+1 BAB): The range increment of your throwing weapons is increased by one-half.
    • Twinned Throw (+1 BAB): When making a ranged attack with a light throwing weapon, you may throw two of the same type. Each weapon thrown uses a different attack roll, & they may be directed at the same or different targets.
    • Sirocco Snap (+1 BAB): If you make a ranged attack with a throwing weapon while in melee, you do not provoke attacks of opportunity from those in melee with you.
    • Eye of the Storm (+1 BAB): While wielding a throwing weapon, you threaten any squares within its first ranged increment, save those with soft cover from creatures in melee with you.
    • Strafing Zealot (+2 BAB): Whenever you make a ranged attack with a thrown weapon, you may immediately move 5’. You may do this as many times as you have ranged attacks to make.

    Special: A fighter may select Zephyr Dance as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:55 PM.

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

    Storm of Blows [General]
    You flash across the battlefield, strikes swirling like the play of lightning across the sky.
    Prerequisites: Flurry of Blows class feature, Unarmed Mastery.
    Benefits: You may take a -2 penalty on attacks this round in order to make your flurry of blows as a standard action. This penalty lasts until the start of your next turn.
    Special: A monk may select Storm of Blows as a bonus feat at 6th level even if she does not meet the prerequisites.
    Last edited by Zeta Kai; 2011-07-12 at 10:56 PM.

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

    4th Edition Feats

    Heroic Tier


    Adaptable Talents
    Prerequisites: Human.

    Benefit: Select two skills. You gain a +2 racial bonus to those two skills.
    Last edited by Zeta Kai; 2011-01-13 at 12:45 PM.

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

    Aquatic Lizardfolk Lifestyle
    Prerequisites: Lizardfolk, Aquatic Lifestyle racial feature.

    Benefit: You can hold your breath under water indefinitely. You gain a +2 feat bonus to saving throws against fire, ongoing damage & the restrained condition.

    Special: You cannot take this feat if you have taken Forest Lizardfolk Lifestyle feat.

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

    Blade Throw
    Prerequisites: Swordmage, Swordbond class feature.

    Benefit: The sword affected by your Swordbond class feature gains the heavy thrown property. If the weapon is one-handed, the range is 6/12, if it is a versatile weapon, the range is 5/10, & if it is a two-handed weapon, the range is 4/8. Weapons thrown in this manner return to your hand immediately.

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

    Brilliant Rejuvenation
    Prerequisites: Half-Marid.

    Benefit: When an enemy within 2 squares of you hits an ally with an attack, & that ally has temporary hit points from your Healing Rain racial power, the attacker takes 2 points of radiant damage. This increases to 4 points of radiant damage at level 11 & to 6 points of radiant damage at level 21.

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

    Caravan Traveler
    Prerequisites: Gnoll, Trained in Nature, Insight or Diplomacy.

    Benefit: For the purposes of daily travel, increase your overland speed & that of all the allies in your group by 1. Add the higher of your Wisdom or Charisma modifiers to the DC required to track you & your group. You gain a +5 feat bonus to Nature checks made to find water & food in the desert.
    Last edited by Zeta Kai; 2011-01-11 at 12:51 PM.

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

    Dark Strike
    Prerequisites: Half-Ghul, Rogue, Dark before the Dawn racial power.

    Benefit: You can use Sneak Attack in conjunction with your Dark before the Dawn racial power. The target takes the Sneak Attack damage when you hit them with the initial attack. You must still have combat advantage against the target in order to use Sneak Attack. Using Sneak Attack in this way does not count as your use of Sneak Attack this round.

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

    Desert Wind Hex
    Prerequisites: Warlock, Warlock’s Curse class feature.

    Benefit: When you place your warlock’s curse on an enemy, you can slide that enemy 1 square. If you chose not to slide the enemy, you instead deal extra damage equal to your intelligence modifier against the target the next time you hit it with a warlock attack power.

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

    Destructive Mockery
    Prerequisites: Gnoll, Disheartening Cackle racial power.

    Benefit: You can choose to target one enemy in the burst of your Disheartening Cackle racial power, rather than all of them. If you do so, the penalty to the target’s next attack roll becomes 5 instead of 2.

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

    Dire Shark Form
    Prerequisites: Druid, Wild Shape class feature.

    Benefit: While you are in beast form & underwater, you gain a +1 bonus to attack rolls & a +4 bonus to damage rolls against bloodied targets.
    Last edited by Zeta Kai; 2011-01-11 at 12:48 PM.

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

    Divine Integration
    Prerequisites: Half-Ghul, Dark before the Dawn racial power, Channel Divinity class feature.

    Benefit: You can use Dark before the Dawn as a Channel Divinity power, allowing you to use it twice per encounter by expending your Channel Divinity.

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

    Dvernin Acclimation
    Prerequisites: Dvernin.

    Benefit: You gain resistance to cold equal to 5 + ˝ your level.

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

    Energy Rebuke
    Prerequisites: Half-Ghul, Elemental Resistance.

    Benefit: When an enemy scores a critical hit on you, they take damage equal to your Elemental Resistance value, & of the same type.

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

    Favored Enemy
    Prerequisites: Ranger, Hunter’s Quarry class feature.

    Benefit: Select one monster subtype or humanoid race. When you deal Hunter’s Quarry damage to a creature of that subtype or race, you deal an additional 3 damage per die of Hunter’s Quarry damage.

    Special: You can take this feat more than once. Each time you take this feat, select a new subtype or humanoid race. This feat also applies to that choice.

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

    Forest Lizardfolk Lifestyle
    Prerequisites: Lizardfolk, Reptilian Heritage racial feature.

    Benefit: You gain a +2 bonus to all defenses against attacks with the Poison, Disease or Cold keywords. You also add your wisdom modifier as a bonus to endurance checks against the effects of disease.

    Special: You cannot take this feat if you have taken the Aquatic Lizardfolk Lifestyle feat.

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

    Furious Momentum
    Prerequisites: Barbarian, at least one Rage power.

    Benefit: While you are raging, effects that would normally slow you do not slow you, effects that would immobilize you instead slow you & effects that would restrained you instead immobilize you. In addition, you gain a +5 bonus to checks made to escape grabs while raging.

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

    Gnoll Beast Mastery
    Prerequisites: Gnoll, Ranger, Beast Mastery class feature, Pack Hunter racial feature.

    Benefit: If your beast companion is a cat or wolf, they gain your Pack Hunter feature. You count as an ally for your beast companion, & vice-versa, for the purposes of Pack Hunter bonuses.

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

    Half-Efreet Weapon Training
    Prerequisites: Half-Efreet.

    Benefit: You gain proficiency & a +2 feat bonus to damage rolls with all heavy blades.

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

    Half-Ghul Beast Mastery
    Prerequisites: Half-Ghul, Ranger, Beast mastery class feature.

    Benefit: Your beast companion gains your Elemental resistance & the Shadow Origin.

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

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

    Benefit: You gain the Feral Roar racial power. In a given encounter, you can use either Feral Roar 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.
    Last edited by Zeta Kai; 2011-01-12 at 06:16 AM.

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

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

    Benefit: You gain the Dvernin Resilience racial feature. In a given encounter, you can use either Dvernin Resilience 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 Gnoll
    Prerequisites: Half-Genie or Half-Ghul.

    Benefit: You gain the Disheartening Cackle racial power. In a given encounter, you can use either Disheartening Cackle 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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    Heart of the Human
    Prerequisites: Half-Genie or Half-Ghul.

    Benefit: You gain a +1 racial bonus to your Fortitude, Reflex & Will defenses.

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

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

    Benefit: You gain the Tactical Knowledge racial power. In a given encounter, you can use either Tactical Knowledge 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 Lizardfolk
    Prerequisites: Half-Genie or Half-Ghul.

    Benefit: You gain the The Hunt Begins racial power. In a given encounter, you can use either The Hunt Begins 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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