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  1. - Top - End - #151
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Versatile Protection
    Prerequisites: Half-Jann, Variable Resistance.

    Benefit: Once per encounter, as a minor action, you can change the type of resistance your Variable Resistance applies to. However, you retain your previous resistance until the end of your next turn, in addition to the new one.

  2. - Top - End - #152
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    Warding Tail
    Prerequisites: Pahari, Tail Slam racial power.

    Benefit: You can expend your tail slam racial power to avoid provoking opportunity attacks until the end of your next turn, instead of using the power for its normal effect.

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    Whirlwind Retreat
    Prerequisites: Half-Djinn.

    Benefit: When you take the run action, you can fly your speed instead of running your speed +2. You must end this movement on a solid surface, & you still take the other penalties associated with running when doing so.

  4. - Top - End - #154
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Paragon Tier Feats
    Adimas’ Bite
    Prerequisites: Level 11, Paladin, Divine Challenge.

    Benefit: When you place your divine challenge on an enemy, you can teleport that enemy 5 squares to a squares adjacent to you. If the target cannot end the forced teleport adjacent to you, this feat does not take effect.

  5. - Top - End - #155
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    Advanced Utility
    Prerequisites: Level 11, Wizard, Spellbook class feature.

    Benefit: At the start of each day, you prepare all your known utilities. If you use a daily utility power, you cannot use daily or encounter utility powers of that level for the rest of the day. If you use an encounter utility power, you cannot use daily utility powers of that level for the rest of the day, & you cannot use encounter utility powers of that level for the remainder of the encounter.

  6. - Top - End - #156
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Additional Implement Mastery
    Prerequisites: Level 11, Wizard, Second Implement Mastery, Three of Dexterity, Constitution, Wisdom, or Charisma 13.

    Benefit: You gain an additional Arcane Implement Mastery class feature.

    Special: You can take this feat more than once. Each time you take it, choose an additional Arcane Implement Mastery class feature.

  7. - Top - End - #157
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Badger’s Ferocity
    Prerequisites: Level 11, Trained in Athletics.

    Benefit: While you are bloodied, your attacks deal an additional 1d6 points of damage on a hit. Increase this to 2d6 points of damage at level 21.

  8. - Top - End - #158
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    Crab’s Pincers
    Prerequisites: Level 11, Dexterity 13.

    Benefit: You can treat wall squares as allies for the purposes of flanking enemies.

  9. - Top - End - #159
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    Covert Arcana
    Prerequisites: Level 11, Half-Genie, any Arcane class, Intelligence 15, Charisma 15.

    Benefit: You gain a bonus to Bluff checks equal to your Intelligence modifier & you gain a bonus to Arcana checks equal to your Charisma modifier.

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    Finisher
    Prerequisites: Level 11.

    Benefit: Once per round, you can deal an additional 2d6 points of damage to a bloodied enemy with a melee basic attack. This damage increases to 3d6 at level 21.

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    Group Focus
    Prerequisites: Level 11, Gnoll, Pack Hunter racial feature.

    Benefit: You can bestow the damage bonus granted by your Pack Hunter feature to an ally within 2 squares as a minor action. The bonus remains until the end of the encounter, or until you designate another ally for the bonus.

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    Guardian Aura
    Prerequisites: Level 11, Half-Jann.

    Benefit: Allies adjacent to you gain Resist 5 to the type you resist with your variable resistance. This benefit increases to Resist 10 at level 21.

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    Improved Prehensile Tail
    Prerequisites: Level 11, Lizardfolk, Pahari, or Kobold, Prehensile Tail.

    Benefit: You gain an additional off-hand weapon slot, which is your tail. This tail cannot be used as the second hand on a two handed weapon, & weapons held in your two normal hands are not considered “main hand” for the purposes of powers involving multiple weapons - those powers must still be used with a single weapon in your main hand.

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    Insightful Attack
    Prerequisites: Level 11, Trained in Insight.

    Benefit: When you score a critical hit against an enemy, you an all allies within 10 squares gain a +2 bonus to damage rolls against enemies of the race or subtype until the end of the encounter. Increase damage bonus to +4 at level 21.

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    Lion’s Leap
    Prerequisites: Level 11, Trained in Athletics.

    Benefit: When you charge, you fly your speed instead of moving it. If you do not end your charge on a surface capable of supporting you, you fall after the attack is resolved, taking falling damage as normal & making a tumble check if you are trained in Acrobatics.

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    Owl’s Guard
    Prerequisites: Level 11, Trained in Insight.

    Benefit: When an enemy is granting you combat advantage, you do not grant combat advantage to any enemy within 2 squares of that enemy.

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    Panther’s Ambush
    Prerequisites: Level 11, Trained in Stealth.

    Benefit: When you charge & have combat advantage, your attack deals an additional 2d4 points of damage. This increases to 3d4 points of damage at level 21.

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    Pashati’s Flow
    Prerequisites: Level 11, Cleric, Healer’s Lore class feature.

    Benefit: When an ally regains hit points from one of your powers with the healing keyword, a second ally within 5 squares of that ally also regains hit points equal to your wisdom modifier. This secondary healing does not benefit from Healer’s Lore’s bonus healing.

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    Piercing Shot
    Prerequisites: Level 11.

    Benefit: Once per round, you can deal an additional 2d6 points of damage to a bloodied enemy with a ranged basic attack. This damage increases to 3d6 points of damage at level 21.

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    Pin Down
    Prerequisites: Level 11, Gnoll, Fighter.

    Benefit: When flanking a target marked by your Combat Challenge class feature, your attacks also immobilize the flanked target until the end of your next turn on a hit.

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

    Rhino’s Charge
    Prerequisites: Level 11, Improved Bull Rush.

    Benefit: When you hit with a charge attack, you can make a bull rush attack as a free action against the same target.

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    Roots of Umaj
    Prerequisites: Level 11, Avenger, Oath of Enmity

    Benefit: When you use your oath of enmity, the target is also immobilized (save ends).

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    Scorpion’s Sting
    Prerequisites: Level 11, Two-Weapon Fighting, Two-Weapon Threat.

    Benefit: Whenever you score a critical hit with your main hand weapon, you can make melee basic attacks with your off-hand weapon as a minor action until the end of your next turn.

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    Spreading Dusk
    Prerequisites: Level 11, Half-Ghul, Dark before the Dawn racial feature, Charisma 15.

    Benefit: When an enemy succeeds on the saving throw against the ongoing necrotic damage of Dark before the Dawn, you can choose to make an additional Dark before the Dawn attack against another enemy adjacent to the first enemy as a free action. You can make a number of such additional attacks per encounter equal to your Charisma modifier.

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

    Street Fighter
    Prerequisites: Level 11, Fighter, Trained in Intimidate.

    Benefit: When an ally attacks an enemy, & that ally flanks that enemy with you, that enemy is marked by you until the end of its next turn. In addition, you gain a bonus to streetwise & intimidate checks equal to your strength modifier.

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    Umaj’s Fork
    Prerequisites: Level 11, Warden, Nature’s Wrath class feature.

    Benefit: Once per round, when you would mark an enemy for any reason, you may chose to forego marking that enemy to instead mark two enemies adjacent to it.

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    Unconventional Marksman
    Prerequisites: Level 11, proficiency with the sling or a bow.

    Benefit: Chose an ability score other than Dexterity. You may use that ability score in place of Dexterity when making ranged basic attack rolls with a sling or bow.

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    Voracious Lizard Form
    Prerequisites: Level 11, Druid, Lizardfolk, Wild Shape class feature.

    Benefit: While you are in beast form, you gain a +4 feat bonus to your charging & running speeds.

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    Weave the Web
    Prerequisites: Level 11, Quick Step.

    Benefit: When you damage an enemy with your off-hand weapon that has been damage by your main hand weapon since the start of your turn, you may shift one square as a free action. The square you vacated becomes difficult terrain until the end of your next turn.

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

    Epic Tier Feats
    Aspect of Umaj
    Prerequisites: Level 21, Druid, Wild Shape class feature.

    Benefit: When in beast form, you gain a +2 bonus to all damage rolls & a +2 bonus to all saving throws.

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