General Feats

## Feats

Feats come in trees, with Five in each of these trees. Once you start down a tree, you are locked into that one tree (aside from your Racial Feat Tree) until you have at least 3 of them. At this point, you may exit a tree, but if you exit and return, you must complete it!

Racial Feat Trees, and the Situational Feats may be taken at any time and are not restricted to the above rules.

General Feats are also not subject to the above rule. However, you may only take ONE of these feats.

## Feat Trees

Healing Surge Feats:

Durable – Your first second wind in a day does not consume a surge.

Improved Second Wind - When you use your Second Wind, you heal an additional Tier\*5 hit points.

Steady Breaths - Requires Improved Second Wind. When you use a surge to Heal , you may instead choose to gain half of your surge value over the next four rounds. While this is active, you may not use any other Surges.

Incredibly Durable - Requires Durable. When you use your last Healing Surge in an encounter, you are not Fatigued until the end of that encounter.

Mastered Second Wind - Requires Steady Breaths. You may use your Second Wind a number of times equal to your Tier.

Surge up Feats:

Large circuit – Requires 3 Body. Requires Improved Power Up. Your have have a bonus number of maximum surges equal to your tier.

Natural Reactor - Requires Large Circuit. You gain an additional power surge. After a short rest, you regain additional two power surges.

Quick power up - Requires spirit 4. Spending a power surge is a free action for you. You are still limited to one surge per turn except when allowed otherwise.

Mastered Power up – Requires Natural Reactor. Your first power surge use in a day does not consume a surge.

Attack of Opportunity Feats:

Combat Reflexes - You may make a number of additional attacks of opportunity per round equal to your Speed.

Offensive Timing – Requires Combat Reflexes. You gain a +Tier bonus to opportunity attack rolls.

Stopping Strike - Requires Improved Reflexes. Once per encounter, you may halt the movement of any opponent you hit with an opportunity attack.

Defensive Mobility – Gain a Tier bonus to Reaction Defense against Opportunity attacks.

Hyper Counter - Requires Combat Reflexes. Your attacks of opportunity have their damage die increased by 1. In addition, if you have the Wild Counter Feature, Wild Counter can activate a number of times per round equal to your amount of Attacks of opportunity.

Critical Feats:

Improved Critical – When you score a critical hit, you deal additional damage equal to the Stat used for damage. If multiple are used, you may choose one to gain bonus damage from.

Devastating Critical – Requires Improved Critical. When you critically hit, you deal d10's instead of D6's on your bonus damage dice.

Obliterating critical - Requires Devastating Critical. When you critically hit, you deal d12's instead of D10's on your bonus damage dice.

High Threat - Requires Obliterating Critical. Choose either Ki or Melee, you now critically hit on a 19 with powers with this keyword.

Shattering Critical - Requires Obliterating Critical. When you critically hit, you deal half of the critical damage to your opponent's armor.

Deflect/Block Feats:

Improved Deflect – You have an additional Deflect use per day.

Reflect – Requires Improved Deflect. Once per combat, you may sacrifice the move action of your next turn in an attempt to reflect the opponent's ki attack. Make a discipline check against the attack roll. On success, you rebound the attack back at the user.

Energy Nullification – Requires Reflect. Once per battle you may sacrifice a power surge and the move action of your next turn to Nullify an attack with the Ki descriptor. This negates all the damage that attack would deal, and grants you advantage over the enemy. Make a discipline check against the enemy attack, on success, you negate all damage and effects that power would inflict. Does not work on ultimates. Nullifying is not counted as Deflecting, or Reflecting.

Just Defend – Once per Encounter when an enemy rolls an attack equal to your targeted defense value, that attack is considered a miss.

Greater Block – Requires Just Defend. You start the day with an additional block usage, and may use block twice per round.

Initiative Feats:

Improved Initiative – You gain a +2 feat bonus to speed when determining initiative

Combat Ready – Requires Improved Initiative. Requires Blazing Start. On the first round of combat, you have tier additional momentum.

Aggressive Assault – Requires Improved Initiative. On the first round of combat, if you strike an enemy that has not yet acted, you add an additional d4 per Tier you've attained to your damage roll and you may slide them one square.

Blazing Start - Requires Improved Initiative. On the first round of Combat, you may move twice your speed.

Explosive Start - Requires Aggressive Assault. Requires Blazing Start. If you charge on your first round of combat at an enemy that has not yet acted, this attack will automatically be a critical hit provided the attack would land. A crit from this feat DOES NOT activate any other critical feats.

Flight Feats:

Swoop – When Flying, you can spend your minor action as well as your move action to additional squares equal to your tier.

Flighty- Requires Swoop. When at an Elevation of 2 or higher, you gain a +Tier feat bonus to Resolve defense.

Air Superiority – Requires Flighty. While flying you threaten a number of spaces as though you were a large creature.

Hyper Sonic - Requires Air Superiority. When you spend a full round action to double move or charge while flying, your base flight speed is considered to be doubled.

Hyper Charge - Requires Hyper Sonic. When you charge a target on the ground from an Elevation of at least 2, as part of the charge you also knock back your target as if you possessed the Improved Knockback and Knockthrough feats.

Charge/Movement Feats:

Fast Runner – You gain a +2 feat bonus to movement when you charge or run

Powerful Charge – Requires Strength 2. When you charge, gain a +2 feat bonus to damage.

Fleet-Footed - Requires Fast Runner. You gain a +Tier feat bonus to your speed.

Extra Shift – Requires Fleet Footed. When you spend a move action to shift, you may shift twice as part of the same action.

Impulsive Step - Requires an Instinct of 20. You gain access to the Impulsive Step Encounter Power

Impulsive Step
When the battle situation changes, your body reacts before your mind.
Encounter ✦ Martial, Teleport
Immediate Reaction Personal
Trigger: An enemy moves adjacent to you or one of your allies.
Effect: State your target and make an Instinct check to Discern your target. On success you may move up to double your movespeed toward, or away, from your target as a teleport. If you fail this check, you remain where you are. Rolling a 1 on this check causes you to move wismod squares in a random direction. You lose your move action on your next turn.

Suppression Feats:

Power Down – You are able to suppress your power level lower than usual. While your power level is suppressed the DC required to sense you is increased by 5.

Sudden Strike - Requires Power Down. If you attack an enemy unaware of you while powered down that does not Sense you, you may apply your PUB to your attack roll without the use of a Power Surge.

Improved Suppression - Requires Power Down. You are able to suppress your power level even lower than before. the DC to sense you increases by another 5.

Improved Sudden Strike - Requires Sudden Strike. Requires Improved Suppression. If you attack an enemy unaware of you while powered down that does not sense you, you may apply your PUB to your attack roll and damage without the use of a Power Surge.

Presence Suppression - Requires Improved Suppression. You have taken your ability to suppress your power level even higher, gaining the power to mask your very being. Much like an android, you cannot be sensed.

Grab Feats:

Fast grab – You gain a +Tier bonus to Grab attempts.

Defensive Grab - You gain a +1 Feat Bonus to your Defenses against being Grabbed.

Energetic Grab - Requires fast grab. Once per day you may automatically grab on a successful basic melee attack.

Full Restraint - Requires Energetic Grab. Against a Grabbed enemy, you may use a Standard Action to Restrain them by utilizing Opposed Body checks. Success Restrains your target, but as long as they are restrained, you may only take Combo Actions and only against your Restrained Target. If you fail, the enemy breaks the grab.

Pressure points - Requires Full Restraint. Your melee attacks against a grabbed foe deal an additional tier D4 damage.

Called Shot Feats:

Improved Called Shot – Reduce the penalty on called shots by your Tier, to a minimum of 0.

Capitalizer - Requires Improved Called Shot. You gain a +1 Feat bonus to your Defenses against enemies with the Crippled condition.

Focused Shot - Requires Improved Called Shot. Your first called shot per opponent ignores all DR.

Sequence Break - Requires Capitalizer, Requires Focused Shot. Against Enemies with the Crippled Condition, your Called Shots deal an additional Tier damage per broken limb.

Break Point - Requires Sequence Break. Against Enemies with the Crippled Condition, your Called Shots Threat range is increased by 1 per broken limb.

Knockback Feats:

Improved Knockback - When you use Knockback on an enemy, they are pushed an additional distance equal to your Tier.

Knock-Through – Requires Improved knockback. If an opponent was knocked back against an object they travel through it, taking Tier d6 additional damage. This damage only happens once per knockback.

Greater Knockback - Requires Improved Knockback. When you use Knockback on an enemy, they are pushed an additional distance equal to twice your Tier. This Replaces Improved Knockback.

Powerful Knockback - Requires Improved Knockback. When you use Knockback on an enemy, you deal damage as if you had hit with a Strong Melee Combo Action.

Improved Knock-Through - Requires all other Knockback Feats. If an opponent was knocked back against an object they travel through it, taking 1d6 additional damage for each square traveled through.

Combat Feats:

Extra Combo – When utilizing combo actions, you gain an additional combo action, which deals half damage. At Tier 3, this action deals full damage.

Power Attack – Requires Strength 3. By lowering your total Combo Actions by 1, you increase your damage die by 1 for the rest of your combo actions that turn. This can be used multiple times if you have the Combo Actions to spare, but cannot be used with Extra Combo.

Power Blast - Requires Discipline 3. By lowering your total Combo Actions by 1, you increase your damage die by 1 for the rest of your combo actions that turn. This can be used multiple times if you have the Combo Actions to spare, but cannot be used with Extra Combo.

Brutal Accuracy – Once per encounter if a basic attack would surpass the opponents targeted Defense, you deal an additional Tier d6 damage.

Brutal Wound – Requires Brutal Accuracy. Once per encounter if a basic attack would surpass an opponent's Repulse, you may spend an action point to inflict a brutal wound. This causes ongoing 5 for a number of rounds equal to your Strength.

Sensing Feats:

Enhanced Sensing – When attempting to detect an enemies status without a scouter, the DC is always 15 unless they have suppressed their power level.

Instinctual Sensing - You may use your Instinct to sense a foe you are unaware of if they roll an attack roll against you. Your sense resolves before their attack roll.

Blind Fight – Requires Enhanced Sensing. Against enemies that you cannot see, but have Sensed, they only have partial concealment (20%) against your attacks.

Blindsense - Requires Blind Fight. You no longer grant combat advantage to enemies that you cannot see, as long as you have successfully Sensed them.

Blindsight - Requires Blindsense. So long as you are able to sense an enemy, you may continue fighting as normal despite being unable to see them. Does not work against enemies you can not sense or failed to sense.

Ki Control Feats:

Ki Reach – When using a ki attack with the melee range you can choose a square within 2 squares of yours as the origin square.

Charge! - Requires Tier 2. Choose one of your powers. That power gains the following charge effect:
Charge: For two power surges, this attack can not be blocked or deflected.

Improved Technique – Choose one of your techniques, increase the damage die category by 1. This can not break the damage dice cap. This can be selected multiple times, but a different technique must be chosen.

Mastered Technique – Requires Improved Technique. You have taken one of your techniques to it's utmost. Choose one technique of encounter or Daily level. Increase the damage die category by 2 (d12 > 2d8). If the attack would fatigue you, reduce the duration of the fatigue by half. The Technique chosen must have been improved by Improved Technique. Unlike Improved Technique, this feat may only be chosen once.

Beam Focus - You may reduce an attacks range type (wide beam becoming beam, beam becoming line, line becoming ranged) to deal +Tier\*2 Damage, and it cannot be deflected or Reflected.

Shaped attack - Requires Beam Focus. When you fire an attack that targets "all creatures" in range, you may exclude a number of squares equal to your Intelligence from the attack. Anything occupying those squares is considered as not being the target of the attack.

Defenses Feats:

Trained Defense - Choose one of your Defenses. That Defense gains a Feat bonus equal to your Tier. This feat may only be selected once.

Evasion – Requires Speed 3. A number of times per battle equal to your Tier-1 (Minimum 1), when an area attack targeting your Reaction defense misses you but deals damage on a miss, you take no damage from the attack, but are still affected by any other effects. This does not function against Ultimates.

Mettle - Requires Tenacity and Discipline 2. A number of times per battle equal to your Tier-1 (Minimum 1), when an area or close attack targeting your Repulse or Resolve defense misses you and still deals damage on a miss, you take no damage from the attack, but are still affected by any other effects. This does not function against Ultimates.

Resistant - Requires Trained Defense. Requires Mettle or Evasion. A number of times per day equal to your Tier, you may ignore 1 effect from an At-Will or Encounter power.

Resilience - Requires Resistant. You gain natural DR equal to your Tier.

Leadership Feats:

Warning - When you activate a power, if an ally is in range, you may spend your move action in addition to your standard to add the shout keyword to your attack. A number of allies equal to your Instinct in range gain a bonus to their Reaction against your attack equal to your Instinct.

Teamwork – Requires Warning. Once per encounter you may spend an action point to let an ally in sight react to something you do as a free action. The trigger must be stated before hand.

Bold Command – Requires Teamwork. If an enemy with combat advantage against you misses you with an attack, allies gain a +Tier morale bonus to attack and damage rolls against that creature until the start of its next turn.

Group Tactics - Requires Teamwork. When adjacent to two or more allies, gain a +Tier feat bonus to one defense of your choice. This feat may be taken up to three times, but a new defense must be selected each time.

Phalanx - Requires Group Tactics. When adjacent to an ally, if an attack targets both of you, you and your ally may use the Defense of whoever has the higher value.

Weapon Feats:

Weapon Expertise – Choose a weapon. When wielding that weapon you have a +Tier feat bonus to hit.

Weapon Specialization - Requires Weapon Expertise. When wielding your chosen weapon, you have a +Tier feat bonus to damage.

Defensive Stance - Requires Tier 2. When using a Power Surge to gain a bonus to your Defenses, you gain an additional +Tier feat bonus to your defenses against melee attacks.

Weapon Guard - Requires Defensive Stance. When an enemy attempts to Sunder your weapon, you may add your Tier to your Defense against the attack.

Offensive Stance - Requires Weapon Guard. When using a Power Surge to gain a bonus to your To-Hit or Damage, you gain an additional Combo action that you can use even if you use another Power that turn, as long as that Power is a standard Action or less.

Armor Feats:

Armor Mastery - Reduce your Armor Penalty by your Tier.

Tier 2 armor proficiency - Requires Tier 1 Armor Proficiency. You become proficient with tier 2 armors.

Tier 3 armor proficiency - Requires Tier 2 Armor Proficiency. You become proficient with tier 3 armors.

Slot Addition (Secondary) - Requires Tier 2. You gain an additional Secondary Slot on your armor, to a Maximum of three.

Slot Addition (Primary) - Requires Slot Addition (Secondary). You gain an additional Primary Slot on your armor, to a Maximum of three.

General Feats:

Adapted Technique – You gain an encounter or utility power of your choice from a basic class.

Secondary Training – Increase your lowest damage die by one category. If your damage die are equal, you may not choose this feat.

Toughness – Requires Body 4. You gain an additional hit point at each level.

Concentrated Mind - Requires Tier 3. Requires 5 Intelligence. You have learned how to summon up, focus, and expand upon all of your mental strength, allowing you to enter the Theta State. While in the Theta state you become much more receptive to information and process it many times faster than normal.

Theta State
The mind unleashed!
Encounter ✦ Transformation
Standard Action Transformation
Effect: You gain a transformation bonus of +3, double your usual number of reactions, and your movement increases by 3. While in this form you can make a number of attacks of opportunity per round equal to your tier. This form drains 1 stamina every round.

Instant Transmission – Requires Tier 2. You gain access to the Instant Transmission Encounter Power

Instant Transmission
You focus on power levels you can detect before moving to it
Encounter ✦ Martial, Teleport
Move Action Personal
Effect: State a target and make a sense Check. On success You are able to move towards your stated target, appearing a number of squares of your choice equal to your instinct of the source. If you fail this check, you remain where you are. Rolling a 1 on this check causes You to move instinct squares in a random direction. You may transport a number of creatures equal to your tier+2 with you so long as they're touching you.

Shunkanidou – Only Creatures without the mortal descriptor can take this feat. You gain access to the Shunkanidou encounter power.

Shunkanidou
You focus your mind on a person, place, or thing you know very well, willing yourself toward it.
Encounter ✦ Martial, Teleport
Minor Action Personal
Effect: Make an Intelligence check, adding your Tier, DC 10. You are able to move to any creature, place, or object you are intimately familiar with, appearing within Intelligence squares of it. On failure, you remain where you are. You may transport a number of creatures equal to your tier+4, so long as they are touching you.

Defy Aging – Only characters able to manipulate their ki may take this feat. Saiyans, Majins, Androids, Demons, Namekians, Dragons, and Shins may not take this feat. Your age category is considered two categories less than your actual age to the minimum of prime. You suffer the penalties of that category instead. This feat does not make its user immune to the effects of his races maximum age.

Situationals:

Action Surge - +Tier Circumstance bonus to attack rolls made during an action you spent an action point to gain.

Back to the Wall – Whenever you're adjacent to a wall, you gain a +Tier Circumstance bonus to melee attack and damage rolls, as well as Reaction defense.

Blood thirst – you gain a +Tier Circumstance bonus to attack and damage rolls against bloodied opponents.

Elite
Training - Requires tier 2. A minion of your choosing increases his XP
 total to be even with half or yours. This minion can surpass level 20,
to a max of level 25. This feat may be taken multiple times, but only
once per minion.

Latent Potential – This feat can only be taken at level 1, Saiyans can not take this feat. All of your stats are adjusted to a max of 1 after racial adjustments have been applied. This feat does nothing else until the levels listed.
Level 11: Your power up bonus increases by 1, any stats you had higher than 1 before taking this feat are adjusted to a max of 2.
Level 21: Your power up bonus increases by 2, any stats you had higher than 2 before taking this feat are adjusted to a max of 3.
Level 31: Your power up bonus increases by 3, any stats you had higher than 3 before taking this feat are adjusted to a max of 4.

Fusion Partner - Requires tier 3. You are considered able to do the fusion dance with someone who has the fusion path, provided you meet the compatibility rules of the path. You are unable to initiate the fusion, but are otherwise treated as though you had the fusion path.

Prodigium -
Requires tier 2. An offspring minion of your choosing increases his XP
 total to be even with 3/4ths of yours. This offspring minion can
surpass level 30 to a max of level 35. This feat may be taken multiple
times, but only once per offspring.

Solo Fighter - If fighting against one opponent and neither of you have any allies within 3 squares, you gain +2 Circumstance bonus to hit and a +2 Circumstance bonus to damage.

Intercept – Once per encounter, if an enemy would have to move past you to charge, you immediately shift into his path. You become the target of their charge instead of the original target and they lose their charge bonus against you.