April 20, 2010
Selection of one of the following racial feats indicates there was a member of the race in your past lineage. Perhaps this personage is well known to your family or perhaps its involvement has been covered up. Either way, you have reaped the boon its blood has added to your family line.
HEROIC TEIR FEATS
Benefit: Your ancestor was a hero of his race. Gain +4 Diplomacy with members of that race.
Benefit: Once per day you may reroll a History check and keep either roll as your result.
Benefit: Your normal load is your Strength x 12. Your heavy load is your Strength x 25. Your maximum drag load is Strength x 70.
Benefit: You only require 4 hours of rest per extended rest, but are asleep and unaware of your surroundings during this time.
Benefit: You gain +1 to attack when using a longbow or shortbow.
Benefit: After making a successful acrobatics check, gain a +2 racial bonus to attack and damage on your next attack.
Benefit: Choose 10 words. You may communicate with a creature even if you do not understand their language with those 10 words.
Benefit: Your Fortitude, Reflex and Will defenses are +3 against fire damage attacks.
Benefit: When using attacks with an effect type of illusion gain a +2 racial bonus to the attack.
Benefit: After being struck by a critical hit, you are immune to that attack until the end of your next turn.
Benefit: After getting a critical hit an enemy, all your movement actions are increased by 2 squares until the end of your next turn.
PARAGON TEIR FEATS
Benefit: After an extended rest a skill of your choice gains a racial bonus of +2. This lasts until your next extended rest.
Benefit: When you are bloodied you gain a +1 racial bonus to attack rolls.
Benefit: The first time during an encounter that you are reduced to 0 or less hp; you may immediately use an available second wind as a free action.
Benefit: The first time during an encounter that you fail a saving throw vs. a charm effect, you may reroll and keep the second roll.
Benefit: When within a wilderness setting and not within 50 squares of a structure, gain a racial bonus of +1 to attack, damage and skill rolls.
Benefit: The first enemy to miss you during an encounter gains a -2 penalty to attack you for the rest of the encounter.
Benefit: At the beginning of an encounter you gain a racial bonus of +1 to your Fortitude or Reflex or Will defense (your choice), for the duration of the encounter.
Benefit: If an enemy gets a critical hit against you, gain a +5 racial bonus to attack against that enemy on your next turn.
Benefit: If you had combat advantage against an enemy last turn and lose it, you gain +2 to attack against that enemy until the end of your next turn.
Benefit: After being hit by an attack you may choose to gain a +2 defense against that attack for the duration of the encounter. This can only be done once a day.
Benefit: If you have combat advantage on a target, all allies adjacent to you also have combat advantage on the target.
EPIC TEIR FEATS
Benefit: Gain the knowledge of the starting language of your ancestor’s race. You now speak it as if you were born with the language and gain a racial bonus of +5 to Diplomacy checks when dealing with races for which the language is a starting language.
Benefit: Choose one of the following damage types: acid, cold, fire, lightning or poison. Whenever you attack the damage is also of that type and does additional damage equal to your Charisma modifier.
Benefit: You can not be knocked prone.
Benefit: Once a day you may teleport 3 squares as a free action. In addition, all other teleports you can do move an extra 3 squares.
Benefit: Once a day gain total concealment against nonadjacent enemies. This lasts until a nonadjacent enemy hits you with an attack directed at you.
Benefit: After making a saving throw vs. an attack with a fear component, you are immune to that attack for the rest of the encounter.
Benefit: Remove 2 points from an ability score and add those 2 points to another ability score. A score can not be lowered below 3. This is a one-time, permanent effect.
Benefit: All adjacent enemies take 5 fire damage until the end of the encounter. This can be done once a day.
Benefit: Once a day, you may turn invisible as a free action until the end of your next turn.
Benefit: Anytime your attack is capable of hitting more than one target you may instead opt to hit only 1 target. If you do so, you gain 1d6 + Strength modifier to the damage.
Benefit: After the first successful attack on a target in an encounter, you gain a +2 racial attack bonus against that target for the duration of the encounter.