Acrobatics
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Journeyman |
(Heroic tier, Trained in acrobatics)
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you no longer provide combat advantage while balancing. You gain a +1 bonus to acrobatics.
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Expert |
(Paragon tier, Trained in acrobatics, Journeyman acrobatics)
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now you must fail by 10 or more to fall from balancing. Failing by 9 or less means you stop moving. You gain a +2 bonus to acrobatics.
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Master |
(Epic tier, Trained in acrobatics, Journeyman acrobatics, Expert acrobatics)
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If you make a DC 30 acrobatic stunt, you can jump off the surface of water (or other fluid the Dm allows). This must be part of your movement and if you end your movement over a liquid you fall in. You gain a +3 bonus to acrobatics.
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Armorer
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Journeyman |
(Heroic tier, Ritual casting)
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counts as 1 higher level for determining what items, weapons, and armor he can craft. You gain a +1 bonus to arcana.
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Expert |
(Paragon tier, Ritual casting, Journeyman armorer)
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when you disenchant an item, you now retain 1/4 of its essence in residuum (soul gem). You gain a +2 to arcana.
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Master |
(Epic tier, Ritual casting, Journeyman armorer, Expert armorer)
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When you enchant an item, you can use 1/10th (or 10%) less residuum (soul gem). You gain a +3 to arcana.
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Athletics
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Journeyman |
(Heroic tier, Trained in athletics)
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you can swim your movement speed when you succeed an athletics check to swim. You also gain a +1 bonus to athletics.
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Expert |
(Paragon tier, Trained in athletics, Journeyman athletics)
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now you must fail by 10 or more to sink from swimming. Failing by 9 or less means you stop moving. You also gain a +2 bonus to athletics.
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Master |
(Epic tier, Trained in athletics, Journeyman athletics, Expert athletics)
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If you make a DC 30 athletic stunt, you gain either a swim speed or a climb speed equal to your speed. You can run or charge during this movement. You also gain a +3 bonus to athletics.
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Hand to Hand
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Journeyman |
(Heroic tier)
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Unarmed strike damage increase to 1d8. You also gain a +1 proficiency bonus to attack rolls. You can make unarmed attacks as a basic melee attack.
- Special
- When you take this feat choose Closed Fist Style or Open Palm Style, this does not change once you choose the feat unless you retrain the feat.
- Closed Fist
- Use strength as your relevant ability score for attack and damage. Also, your unarmed strike counts as a club ONLY for determining use in powers and class features (not other feats).
- Open Palm
- Use dexterity as your relevant ability score for attack and damage. Also, your unarmed strike counts as a light blade ONLY for determining use in powers and class features (not other feats).
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Expert |
(Paragon tier, Journeyman hand to hand)
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Your unarmed strike gains the high critical weapon feature. You also gain a +2 proficiency bonus to attack rolls.
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Master |
(Epic tier, Journeyman hand to hand, Expert hand to hand)
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Unarmed strike damage increase to 2d8 (natural progression for epic). You also gain a +3 proficiency bonus to attack rolls. You also critical on a natural roll of a 19 or 20.
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Mercantile
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Journeyman |
(Heroic tier, Trained in diplomacy)
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If you succeed a diplomacy check, you lower the price by 5%. If you fail, you raise it 5%. You cannot try again (fail or succeed). Add the item level to the DC. You also gain +1 to diplomacy.
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Expert |
(Paragon tier, Trained in diplomacy, Journeyman mercantile)
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If you succeed a diplomacy check, you lower the price by 10%. If you fail, you raise it 10%. You cannot try again (fail or succeed). Add the item level to the DC. You also gain +2 to diplomacy.
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Master |
(Epic tier, Trained in diplomacy, Journeyman mercantile, Expert mercantile)
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If you succeed a diplomacy check, you lower the price by 15%. If you fail, you raise it 5%. You can try again (fail or succeed). Add the item level to the DC. You also gain +3 to diplomacy.
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Security
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Journeyman |
(Heroic tier, Trained in thievery)
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if you fail as a part of a skill challenge, you count as having one fail less. You gain +1 with all thievery.
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Expert |
(Paragon tier, Trained in thievery, Journeyman security)
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now you must fail by 10 or more to trigger a trap or become noticed when pickpocketing. Failing by 9 or less means you simply fail. You gain +2 with all thievery.
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Master |
(Epic tier, Trained in thievery, Journeyman security, Expert security)
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When performing thievery as a part of a skill challenge, you count as having 2 failures less. You gain +3 with all thievery.
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Sneak
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Journeyman |
(Heroic tier, Trained in stealth)
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you gain no penalty to stealth checks when moving more than 2 squares. You gain a +1 bonus to stealth.
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Expert |
(Paragon tier, Trained in stealth, Journeyman sneak)
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you gain no penalty to stealth checks when running. You gain a +2 bonus to stealth.
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Master |
(Epic tier, Trained in stealth, Journeyman sneak, Expert sneak)
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If you attack a target who is unaware of you, you can attack their Reflex defense instead. You gain a +3 bonus to stealth.
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Speechcraft
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Journeyman |
(Heroic tier, Trained in diplomacy)
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as a part of skill challenges where you use diplomacy, you count as having one failure less for diplomacy only. You gain a +1 bonus to diplomacy.
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Expert |
(Paragon tier, Trained in diplomacy, Journeyman speechcraft)
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as a part of skill challenges where you use bluff or intimidate, you count as having one failure less for bluff or intimidate only. You gain a +1 bonus to bluff and intimidate.
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Master |
(Epic tier, Trained in diplomacy, Journeyman speechcraft, Expert speechcraft)
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as a part of skill challenges where you use bluff, intimidate, or diplomacy you count as having two failures less. You gain a +2 bonus to diplomacy, bluff and intimidate.
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