Showing posts with label 4th Edition Feats. Show all posts
Showing posts with label 4th Edition Feats. Show all posts

Thursday, June 10, 2010

Feats for Kobolds in 4th Edition

*Illustration by Mark Perez, aka circepig on Deviantart.com.

[Below is a list of feats for the kobold in your 4th edition game]

Heroic Tier Feats:

Shake Off
Prerequisite: Kobold
Benefit: At the end of any turn in which you shift you gain a +1 bonus to saving throws until the start of your next turn.

Active Gambit
Prerequisite: Kobold
Benefit: When you use an action point you can shift 1 square as a free action.

Tactical Ploy
Prerequisite: Kobold
Benefit: Once per encounter, when an adjacent enemy moves away or an enemy moves adjacent you may shift 1 square as a free action.

Kobold Saboteur
Prerequisite: Kobold
Benefit: You gain a +2 insight bonus on thievery checks made to disarm or disable traps.

Mob Mentality
Prerequisite: Kobold
Benefit: You gain a +1 to hit enemies who are threatened by 2 or more of your allies.

Horde Initiate
Prerequisite: Kobold
Benefit: When aiding another you can make two rolls and use either result.

Paragon Tier Feats:

Horde Adept
Prerequisite: Kobold, Horde Initiate
Benefit: When aiding another you provide an additional +1 bonus (for example, from +2 to +3).

Shifting Ruse
Prerequisite: Kobold
Benefit: When a power would allow you to shift, you may forgo the movement to instead gain a +1 bonus to AC and Reflex defense until the start of your next turn.

Epic Tier Feats:

Lord of the Horde
Prerequisite: Kobold, Horde Adept, Horde Adept
Benefit: As a standard action you can grant an adjacent ally a minor action. He must spend this minor action immediately or it is lost.

Thursday, July 16, 2009

Oro in Arcane Power


*Condemned 2 (and therefore the picture above) belong to Monolith Productions and Sega.

[Below you'll find the third of four posts about a 4th edition D&D player race inspired by the game Condemned 2 Bloodshot, but you don't need to have ever played the Condemned games to use them. Although, if you enjoy video games, I implore you to try Condemned. Today's material presents the oro with a new paragon path, new feats, and some words on the oro and classes, all with a theme of the arcane power source.]

The Oro and the Arcane Power Source

Oro Bards
With their high Charisma scores Oro are a great match for the bard. While they have their own bardic legacy (the Oro Mentalist) many Oro bards gravitate to the Voice of Thunder (from Player's Handbook 2) as it naturally meshes with their own abilities.

Oro Sorcerers
Oro are endowed with an impressive Charisma which makes them natural sorcerers. The wild energies that created them, and their own affinity with thunder lend them to both the Wild Magic and Storm Soul sorcerous paths.

Oro Swordmanges
Although oro rarely take up the art of weaving spells and blade together, when they do their natural resilience makes them excellent shielding swordmages.

Oro Warlocks
Innately high Charisma and Constitution means Oro can become immensely skilled warlocks. However, their belief in their own natural prowess means that the oro warlock is a rare sight indeed. Members of the race rarely enter into a pact, although those who do are well equipped to gain the powers of any entity.

Oro Wizards
The number of oro wizards pales in comparison to those who choose the path of the sorcerer or bard, however, those who do take to arcane study make adept summoners. The oro's tendency towards feelings of supremacy lend themselves well to the art of calling and commanding various creatures.

New Feats

Adaptive Infusion
Prerequisites: Oro, Artificer, He
aling Infusion
Benefit: When an ally would gain a +1 power bonus to AC from one of your Resistive Formulas, the player may instead apply the +1 power bonus to any one of their defenses.


Channeled Thunderclap
Prerequisites: Oro, wizard
Benefit: When you use a wizard pow
er that has the thunder keyword, you add either you Constitution or Charisma (chosen at the time of this feat) to damage rolls.

Clamorous Soul
Prerequisites: Oro, sorcerer, spell source
Benefit: You gain a +1 feat bonus to attack rolls and damage rolls when you use a power with the thunder keyword. In addition, if you currently have thunder resistance due to your sorcerer class, you may ignore 5 p
oints of thunder resistance with any sorcerer spell.

School of Indomitable Resonance
Prerequisite: Cha 13 or oro race, any arcane class.
Benefit: You gain a benefit with any of the following spells you possess.

Storm Walk (sorcerer): If the enemy attacks you before the start of your next turn, you gain a +1 bonus to AC against that attack.

Thunderwave (wizard): Your attack takes a -2 penalty to hit allies.

Viscious Mockery (bard): If you score a critical hit with this attack, you can forgo giving the target a -2 on his attack rolls to instead have him grant combat advantage to you and one of your allies until the start of your next turn.

New Paragon Path


Oro Mentalist “Your master cares nothing for you, kill him.”

Prerequisites: Bard

There are those among the oro with the power to bend and shape another's will to their own ends. These are the oro mentalists, and you are heir to their legendary power. As an oro mentalist you can turn your enemies against each other with a word, and break the minds of lesser foes with a thought. It was your kind that started the war that ended Nerath, and while that nation is dead and gone thanks to this art, the power is now yours to do with as you wish. Shall you topple nations? Bring villains to their knees under your might? Or carve out a place for yourself among the legends?






















Wednesday, July 15, 2009

Oro in Martial Power


*Condemned 2 (and therefore the picture above) belong to Monolith Productions and Sega.

[Below you'll find the second of four posts about a 4th edition D&D player race inspired by the game Condemned 2 Bloodshot, but you don't need to have ever played the Condemned games to use them. Although, if you enjoy video games, I implore you to try Condemned. Today's material presents the oro with a new paragon path, new feats, and some words on the oro and classes, all with a theme of the martial power source.]

The Oro and the Martial Power Source

Oro Fighters
A high constitution can see oro fighters through any fight, and their high charisma can make even the most ruthless enemies quiver in their boots and surrender, after a liberal dose of intimidation.

Oro Rangers
Oro rangers suffer a slight disadvantage in that neither of their ability scores match up with the ranger's three primary abilities. However, that doesn't discourage a great deal of oro from taking up the two-bladed style, and allowing their greater fortitude see them through the tougher battles.

Oro Rogues
The oro make skilled trickster rogues, with a higher charisma than normal meaning an impressive artful dodge. With a history of operating in the shadows and a dark outlook on life many martial oro are drawn to the rogue class, often becoming master spies (Martial Power) to put their silvered tongues to good use.

Oro Warlords
The oro make skilled warlords, favoring the inspiring presence and abilities like commander's strike which allow them to exert their authority over others.

New Feats

Evolved Companion
Prerequisites: Oro, ranger, beast master
Benefit: Your beast companion gains resist thunder 5 + 1/2 level.

Perfect Physique
Prerequisites: Oro, fighter, battlerager vigor
Benefit: You gain resist melee weapon 1 whenever you have tempory hit points granted to you by your battlerager vigor class feature.

Roll with the Punches
Prerequisites: Oro, rogue, artful dodger
Benefit: You may use either your Constitution modifier or Charisma modifier for the purpose of calculating the artful dodger rogue talent. In addition, the bonus also applies to opportunity attacks that target Fortitude and Reflex.

Rousing Chant
Prerequisites: Oro, warlord, inspiring presence
Benefit: When an ally would regains hit points due to your inspiring presence class feature, they may instead add half of your Charisma modifier as a bonus to a defense of their choice. This bonus lasts until the end of their next turn.

New Paragon Path

Oro Ascendant
“You may have the first shot.”

Prerequisites: Oro, any martial class, trained in endurance

Forged in the flame of wild energy and molded from the ashes of human history the oro are a resilient people, hardier than they were before, and every bit as adaptable as the humans they left behind. When the war came that inevitably claimed the kingdom of Nerath some oro chose to fight alongside the humans rather than manipulate the war from the shadows. These oro subjected themselves to strict training regimens, ultimately forcing their bodies to adapt to the pain they subjected themselves to.

With their bodies enhanced by an unnatural fortitude these oro, collectively known as “Pallium Victoria”, the song of victory, these soldiers slammed into the battlefield safe in the knowledge that they could withstand anything their enemy could throw at them.

You are the heir to their skills. Perhaps you found a master trained in the ancient arts, and learned from him the skills possessed by these historic warriors. Maybe, due to years of fighting, your body has begun to adapt to the rigorous stress of battle, natural giving you the tools needed to survive. Regardless, you are an unbeatable champion. Your supernatural toughness allows you to ignore the worst of your foe's blows, and your mighty endurance stabilizes you as you trade blows with your enemy.

Resurgent Action (11th level): When you spend an action point to use a second wind, you gain resist 10 to all damage until the start of your next turn.

Defensive Counterstrike (11th level): If an enemy hits you before your next turn after you have used either a second wing or the total defense action, they take damage equal to your Constitution modifier.

Stonewall Style (16th Level): If an enemy hits you before your next turn after you have used either a second wing or the total defense action, they take a -2 to all their defenses.