Showing posts with label FridayFeat. Show all posts
Showing posts with label FridayFeat. Show all posts

Friday, February 4, 2011

Feats of Fun - Week 16 (Bard)

Adam( http://twitter.com/blindgeekuk ), the originator of the FridayFeat idea, has posted the first few weeks of FridayFeats over on http://www.leedsdnd.co.uk/?q=content/friday-feat-twitter which included all those who participated and not just my ideas.

You can find me at http://twitter.com/b_s_lynn & Jeremy at http://twitter.com/WastexGames.

[caption id="attachment_1146" align="alignnone" width="310" caption="Sarcastic Lead"]Sarcastic Lead[/caption]

Sarcastic Lead
Prerequisites:Cutting Words
Your words encourage the target to attack the specific ally or yourself that you designate for the target's next attack.

[caption id="attachment_1146" align="alignnone" width="365" caption="Backhand Swing"]Backhand Swing[/caption]

Backhand Swing
Prerequisites:Guiding Strike
Until the beginning of your next turn as an immediate reaction triggered when an ally misses with an attack targeting the diminished defense of the guiding strike target you may grant a basic attack against the guiding strike target to the PC who missed.

[caption id="attachment_1146" align="alignnone" width="295" caption="Stumble Shot"]Stumble Shot[/caption]

Stumble Shot
Prerequisites:Jinx Shot
You may designate an adjacent square as the square where the target falls prone within, plus they must use a standard action to stand-up from this prone state.

[caption id="attachment_1146" align="alignnone" width="350" caption="Extended Challenge"]Extended Challenge[/caption]

Extended Challenge
Prerequisites: Misdirected Mark
The PC who has the mark on the target granted by this power can extend the distance of any abilities triggered from the mark by the distance between the ally and the target when the mark was granted.

[caption id="attachment_1146" align="alignnone" width="349" caption="Mighty Wind"]Mighty Wind[/caption]

Mighty Wind
Prerequisites:Staggering Note
You may forgo the Charisma modifier damage and push four squares instead of two.

[caption id="attachment_1146" align="alignnone" width="378" caption="Enraged"]Enraged[/caption]

Enraged
Prerequisites: Vicious Mockery
The target may only make melee basic attacks until the beginning of your next turn.

[caption id="attachment_1146" align="alignnone" width="384" caption="War Dance"]War Dance[/caption]

War Dance
Prerequisites:War Song Strike
Any ally who targets the same target may shift 1 square closer to the target as a free action.

Monday, January 17, 2011

Feats of Fun – Week 15 (Driud)

I apologize everyone for taking so much time off, but the holidays and everything else in life just prevented me from getting back here to finish these. This is the first week that I am posting the FridayFeats here without previewing them on Twitter.

Adam( http://twitter.com/blindgeekuk ), the originator of the FridayFeat idea, has posted the first few weeks of FridayFeats over on http://www.leedsdnd.co.uk/?q=content/friday-feat-twitter which included all those who participated and not just my ideas.

You can find me at http://twitter.com/b_s_lynn & Jeremy at http://twitter.com/WastexGames.

[caption id="attachment_1146" align="alignnone" width="550" caption="Animal Instinct"]Animal Instinct[/caption]

Animal Instinct
Prerequisites:Call of the Beast
The target is limited to a melee basic attack for its next attack before the end of your next turn.

[caption id="attachment_1146" align="alignnone" width="175" caption="Call Elemental"]Call Elemental[/caption]

Call Elemental
Prerequisites:Chill Wind
Your use of Chill Wind leads an ice elemental to your aid. The ice elemental appears within 5 of the target square and until the end of your next turn the ice elemental can attack adjacent creatures using your attack bonus from Chill Wind doing 1d4/tier cold damage or slow until end of next your next round.

[caption id="attachment_1146" align="alignnone" width="372" caption="Heat Metal"]Heat Metal[/caption]

Heat Metal
Prerequisites:Flame Seed
Spend a minor action, target wearing metal armor takes an additional 1d4/tier damage. Effect: If holding a metal weapon apply -2 to attacks until healing takes place.

[caption id="attachment_1146" align="alignnone" width="261" caption="Defensive Flip"]Defensive Flip[/caption]

Defensive Flip
Prerequisites:Grasping Claws
Until the end of your next turn you may use an immediate interrupt to switch places with the target before being hit by an attack and the Grasping Claws target is instead hit.

[caption id="attachment_1146" align="alignnone" width="361" caption="Somersaulting Pounce"]Somersaulting Pounce[/caption]

Somersaulting Pounce
Prerequisites:Pounce
You may spend your minor action before the charge to knock the target prone and add an additional 1d6 damage and move to the square opposite from where the charge attack occurred from.

[caption id="attachment_1146" align="alignnone" width="275" caption="Distracting Rend"]Distracting Rend[/caption]

Distracting Rend
Prerequisites:Savage Rend
An ally adjacent to the target may make a melee basic attack with combat advantage.

[caption id="attachment_1146" align="alignnone" width="325" caption="Seizure"]Seizure[/caption]

Seizure
Prerequisites:Storm Spike
Target is also slowed.

[caption id="attachment_1146" align="alignnone" width="320" caption="Embedded Thorns"]Embedded Thorns[/caption]

Embedded Thorns
Prerequisites:Thorn Whip
Until the end of your next turn the target takes 1 point of damage for every square it moves.

Friday, December 17, 2010

Feats of Fun - Week 14 (Invoker)

Adam( http://twitter.com/blindgeekuk ), the originator of the FridayFeat idea, has posted the first few weeks of FridayFeats over on http://www.leedsdnd.co.uk/?q=content/friday-feat-twitter which included all those who participated and not just my ideas.

You can find me at http://twitter.com/b_s_lynn & Jeremy at http://twitter.com/WastexGames.

[caption id="attachment_1146" align="alignnone" width="347" caption="Coupled Retaliation"]Coupled Retaliation[/caption]

Coupled Retaliation
Prerequisites:Avenging Light
Spend your minor action to be able to repeat this attack as an immediate reaction on another enemy within 5 squares of the primary target when a second enemy hits an ally.

[caption id="attachment_1146" align="alignnone" width="311" caption="Chain Bolts"]Chain Bolts[/caption]

Chain Bolts
Prerequisites:Divine Bolts
Spend your minor action to allow you to attack a single enemy adjacent to each of the targets.

[caption id="attachment_1146" align="alignnone" width="347" caption="Dizzying Shards"]Dizzying Shards[/caption]

Dizzying Shards

Prerequisites:Grasping Shards

Targets grants combat advantage until the end of your next turn.

[caption id="attachment_1204" align="alignnone" width="340" caption="Hallowed Ground"]Hallowed Ground[/caption]

Hallowed Ground
Prerequisites:Sun Strike
Until the end of your next turn enemies cannot enter the square the target vacated.

[caption id="attachment_1146" align="alignnone" width="300" caption="Vanguard's Knowledge"]Vanguard's Knowledge[/caption]

Vanguard's Knowledge
Prerequisites:Vanguard's Lightning
Targets communicate their strategy resulting in a -2 to attacks until the end of your next turn.

Friday, December 10, 2010

Feats of Fun - Week 13 (Shaman)

Adam( http://twitter.com/blindgeekuk ), the originator of the FridayFeat idea, has posted the first few weeks of FridayFeats over on http://www.leedsdnd.co.uk/?q=content/friday-feat-twitter which included all those who participated and not just my ideas.

You can find me at http://twitter.com/b_s_lynn & Jeremy at http://twitter.com/WastexGames.

[caption id="attachment_1146" align="alignnone" width="360" caption="Spirit Imposition"]Spirit Imposition[/caption]

Spirit Imposition
Prerequisites: Defending Strike
Until the end of your next turn an ally adjacent to your Spirit Companion when hit switches places with the Spirit Companion who then takes the damage.

[caption id="attachment_1146" align="alignnone" width="272" caption="Poltergeist"]Poltergeist[/caption]

Poltergeist
Prerequisites: Haunting Spirits
Spend your minor action before attacking if you hit the target, it takes a -2 to attacks until the end of your next turn or Save Ends whichever is longer.

[caption id="attachment_1146" align="alignnone" width="280" caption="Death Guardian"]Death Guardian[/caption]

Death Guardian
Prerequisites: Protecting Strike
A single ally if reduced to zero hit points or less may use a healing surge as a free action until the end of your next turn.

[caption id="attachment_1146" align="alignnone" width="450" caption="Vexing Stalker"]Vexing Stalker[/caption]

Vexing Stalker
Prerequisites: Stalker's Strike
Spirit Companion can flank the target from any square adjacent to the target.

[caption id="attachment_1146" align="alignnone" width="480" caption="Uatu"]Uatu's Fulcrum[/caption]

Uatu's Fulcrum
Prerequisites: Watcher's Strike
You may act at the beginning 2-initiative-steps earlier and grant no combat advantage or you may add damage 1/teir+2.

[caption id="attachment_1146" align="alignnone" width="479" caption="Elemental Crossover"]Elemental Crossover[/caption]

Elemental Crossover
Prerequisites: Wrath Of Winter
Adjacent squares to the square that the companion leaves and appears in are difficult terrain until the end of your next turn.

Friday, November 26, 2010

Feats of Fun - Week 12 (Sorcerer)

Adam( http://twitter.com/blindgeekuk ), the originator of the FridayFeat idea, has posted the first few weeks of FridayFeats over on http://www.leedsdnd.co.uk/?q=content/friday-feat-twitter which included all those who participated and not just my ideas.

You can find me at http://twitter.com/b_s_lynn & Jeremy at http://twitter.com/WastexGames.

[caption id="attachment_1146" align="alignnone" width="323" caption="Exploding Orb"]Exploding Orb[/caption]

Exploding Orb

Prerequisites: Acid Orb (Sorcerer)

Spend your minor action before attacking to add a burst 1 1d6+Charisma modifier attack to adjacent enemies to the target.

[caption id="" align="alignnone" width="240" caption="Greek Fire"]Greek Fire[/caption]

Greek Fire

Prerequisites: Burning Spray (Sorcerer)

Spend a minor action before attacking and blast becomes a zone (sustain zone as a minor action) that fire damage equal to character's Charisma modifier when entering or leaving the zone.

[caption id="" align="alignnone" width="347" caption="Scintillating Bolt"]Scintillating Bolt[/caption]

Scintillating Bolt

Prerequisites: Chaos Bolt (Sorcerer)

If you roll odd on the attack the target is also dazed.

[caption id="" align="alignnone" width="391" caption="Ice Sheet"]Ice Sheet[/caption]

Ice Sheet

Prerequisites: Dragonfrost

Spend a minor action before attacking causes burst 1 difficult terrain centered on target's starting square until end of your next turn.

[caption id="attachment_1147" align="alignnone" width="372" caption="Thunder Stomp"]Thunder Stomp[/caption]

Thunder Stomp

Prerequisites: Storm Walk (Sorcerer)

Spend a minor action and at the end of the shift adjacent creatures are knocked prone.

Monday, November 22, 2010

Feats of Fun - Week 11 (Warden)

Adam( http://twitter.com/blindgeekuk ), the originator of the FridayFeat idea, has posted the first few weeks of FridayFeats over on http://www.leedsdnd.co.uk/?q=content/friday-feat-twitter which included all those who participated and not just my ideas.

You can find me at http://twitter.com/b_s_lynn & Jeremy at http://twitter.com/WastexGames.

[caption id="attachment_1128" align="alignnone" width="335" caption="True Protector"]True Protector[/caption]

True Protector

Prerequisites: Earth Shield Strike (Warden)

Shield bonus applies to an adjacent ally also.

[caption id="" align="alignnone" width="300" caption="Earthslide"]Earthslide[/caption]

Earthslide

Prerequisites: Strength of Stone (Warden)

You or an adjacent ally may shift 1 square when you successfully hit.

[caption id="" align="alignnone" width="300" caption="Thorn Snare"]Thorn Snare[/caption]

Thorn Snare

Prerequisites: Thorn Strike (Warden)

Successfully hit target's movement is reduced by 1 until end of your next turn.

[caption id="" align="alignnone" width="300" caption="Grounded"]Grounded[/caption]

Grounded

Prerequisites: Weight of Earth (Warden)

Resist all forced movement with a save and remain upright with a successful save.

Saturday, November 13, 2010

Feats of Fun - Week 10 (Seeker)

Adam( http://twitter.com/blindgeekuk ), the originator of the FridayFeat idea, has posted the first few weeks of FridayFeats over on http://www.leedsdnd.co.uk/?q=content/friday-feat-twitter which included all those who participated and not just my ideas.

You can find me at http://twitter.com/b_s_lynn & Jeremy at http://twitter.com/WastexGames.

[caption id="" align="alignnone" width="346" caption="Honey to the Swarm"]Honey to the Swarm[/caption]

Honey to the Swarm

Prerequisites: Biting Swarm (Seeker)

Sustain -2 penalty to attack rolls for the primary target with a minor action.

[caption id="" align="alignnone" width="262" caption="Cold Feet"]Cold Feet[/caption]

Cold Feet

Prerequisites: Elemental Spirits (cold) (Seeker)

Primary target's movement is treated as moving through difficult terrain until the end of your next turn.

[caption id="" align="alignnone" width="300" caption="Smoke Gets in Your Eyes"]Smoke Gets in Your Eyes[/caption]

Smoke Gets in Your Eyes

Prerequisites: Elemental Spirits (fire) (Seeker)

Primary target is blinded until the end of your next turn.

[caption id="" align="alignnone" width="302" caption="Magnetize"]Magnetize[/caption]

Magnetize

Prerequisites: Elemental Spirits (lightning) (Seeker)

Primary target in metal armor receives -1 attacks with weapons containing metal & move toward large metal objects (metal armor) +1 & away from metal objects as though moving through difficult terrain.

[caption id="" align="alignnone" width="324" caption="Thunder Shock"]Thunder Shock[/caption]

Thunder Shock

Prerequisites: Elemental Spirits (thunder) (Seeker)

Deafened & thunder vulnerable 1 until the end of your next turn.

[caption id="" align="alignnone" width="269" caption="Dragging Spirits"]Dragging Spirits[/caption]

Dragging Spirits

Prerequisites: Grappling Spirits (Seeker)

Pull target 1 square or knock prone.

[caption id="" align="alignnone" width="311" caption="Raptor Flock"]Raptor  Flock[/caption]

Raptor Flock

Prerequisites: Guardian Harrier (Seeker)

Enemies adjacent to target that do not move 2 squares from their starting square takes Str modifier damage.

[caption id="" align="alignnone" width="307" caption="Writhing Vines"]Writhing Vines[/caption]

Writhing Vines

Prerequisites: Thorn Cloud Shot (Seeker)

Any creature that passes adjacent to the zone are attacked by the vines with an immediate interrupt, hit delivers poison Wis modifier damage.

Friday, November 5, 2010

Feats of fun - week 9 (Runepriest)

Adam( http://twitter.com/blindgeekuk ), the originator of the FridayFeat idea, has posted the first few weeks of FridayFeats over on http://www.leedsdnd.co.uk/?q=content/friday-feat-twitter which included all those who participated and not just my ideas.

You can find me at http://twitter.com/b_s_lynn & Jeremy at http://twitter.com/WastexGames.

[caption id="" align="alignnone" width="300" caption="Lasting Impression"]Lasting Impression[/caption]

Lasting Impression

Prerequisites: Runepriest

The benefit granted from your At-will attack based on the Runic State last 1 additional turn.

[caption id="" align="alignnone" width="288" caption="Tightly Bound"]Tightly Bound[/caption]

Tightly Bound

Prerequisites: Word of Binding (Runepriest)

You can use your move action to sustain the immobilize effect on one adjacent enemy.

[caption id="" align="alignnone" width="300" caption="Minimize"]Minimize[/caption]

Minimize

Prerequisites: Word of Diminishment (Runepriest)

The target gains no benefit from Combat Advantage & cannot make Opportunity Attacks until end of your next turn.

[caption id="" align="alignnone" width="300" caption="Damaging Exchange"]Damaging Exchange[/caption]

Damaging Exchange

Prerequisites: Word of Exchange (Runepriest)

You grant an opportunity attack to an adjacent target, if they attack, you may make a free action MBA (melee basic attack) in response.

[caption id="" align="alignnone" width="298" caption="Legionnaire"]Legionnaire[/caption]

Legionnaire

Prerequisites: Word of Shielding (Runepriest)

One adjacent ally gains your shield bonus until beginning of your next turn.

Friday, October 29, 2010

Feats of Fun - Week 8 (Psion)

Adam( http://twitter.com/blindgeekuk ), the originator of the FridayFeat idea, has posted the first few weeks of FridayFeats over on http://www.leedsdnd.co.uk/?q=content/friday-feat-twitter which included all those who participated and not just my ideas.

You can find me at http://twitter.com/b_s_lynn & Jeremy at http://twitter.com/WastexGames.

[caption id="" align="alignnone" width="300" caption="Weakened Resolve"]Weakened Resolve[/caption]

Weakened Resolve

Pre:Disheartened (Psion)

Targets penalties apply to damage for attacks also.

[caption id="" align="alignnone" width="240" caption="Adaptive Strike"]Adaptive Strike[/caption]

Adaptive Strike

Pre:Force Punch (Psion)

You target AC, Fortitude or Reflex whichever is the lowest.

[caption id="" align="alignnone" width="200" caption="Reduce Friction"]Reduce Friction[/caption]

Reduce Friction

Pre:Kinetic Trawl (Psion)

Double the pull & target treats adjacent squares as difficult terrain until EONT.

[caption id="" align="alignnone" width="267" caption="Displaced"]Displaced[/caption]

Displaced

Pre:Memory Hole (Psion)

Your appearance is overlaid on an enemy adjacent to target until BONT.

[caption id="" align="alignnone" width="181" caption="Barbed Thrust"]Barbed Thrust[/caption]

Barbed Thrust

Pre:Mind Thrust (Psion)

until EONT target is deafened, on a critical the target is blinded also until EONT.