Every character starts with 2 feats, one of which must be a Role feat.
From there, each character can purchase up to 7 more feats at 2 UP each.
The list of feats can be very long and intimidating, so to save you some time, here are the more common ones.
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ADEPT FEATS (Characters can only take one Adept Feat)
- Adept Protector: The penalty caused by your marks increases from -3 to -4. Whenever one of your abilities grants a bonus to a defense, increase that bonus by 1.
- Adept Slider: Choose from acid, cold, fire, lightning, poison, psychic, radiant, necrotic. Whenever you hit with an ability that deals that type of damage, you can slide the target 1 square.
DEFENSIVE FEATS
- Improved Armor Proficiency: You gain proficiency with better armor, which grants +1 AC but -1 to skill checks with strength, dexterity and constitution skills. Taking this feat has no effect if you do not wear armor.
- Primary Defense: When you wear light armor or no armor, you can use your Pri Trait in place of your Sec Trait to determine your bonus to AC.
- Shielded Step : You gain a +1 shield bonus to AC and Reflex.
OFFENSIVE FEATS
- Enlarge: When using an area, blast, burst or wall ability, you may increase its size by 1. If you do, the damage is reduced by 2 for each dice of damage rolled (if it is a weapon attack, each 1W counts as one dice) You cannot use this for a racial ability, or with an ability that does not have a damage roll.
- Polearm Trip: Whenever you use a two-handed reach weapon/implement to push or slide a target 2 or more squares, you can also knock that target prone at the end of the forced movement.
- Renewed Effort: Once Before Resting, when you miss with an attack roll, you may use a Free Action to gain an ability bonus to that attack roll equal to your Sec Trait.
- Startling Charge: When you charge and hit an enemy that is unguarded against you, you deal 1W extra damage. If you used an implement and not a weapon, you deal 1d8 extra damage.
- Talent: Choose Fortitude, Will, or Reflex. You gain a +1 class bonus to all attacks that target AC, as well as Basic Attacks and Common Attacks that target the chosen FRW defense.
- Unguarded Precision* : Whenever you attack an unguarded enemy, you gain an additional +1 bonus to attack rolls.
* - Unguarded Precision is usually only worth taking after first taking Talent, or in the odd case that Talent does not apply to most of your attacks.
STYLE FEATS (Characters can only take one Style Feat)
- In Your Face: When making a ranged or area attack, you can take a -2 penalty to your attack rolls in order to not provoke OAs.
- Precise Shot: Your ranged attacks ignore cover and superior cover.
UNGUARDED ASSAULT FEATS
Note that in order to flank with an ally, that ally must be able to make Opportunity Attacks against the target, ie must be wielding a melee weapon he is proficient with, and must not be dazed or blinded.
These feats help cause enemies to be unguarded against you, granting you a +2 attack bonus. Slayers also may proc Brutal Advantage feat, and thus they typically prioritise Unguarded Assault feats.
- Swift Attacker: Enemies that are immobilized or slowed are unguarded against you. At level 11, enemies that are deafened or weakened are also unguarded against you.
- Single Out: Enemies that have no creatures adjacent to it, or have no creatures adjacent to it except you, are unguarded against your melee and ranged attacks
- Versatile Flanker: Whenever you and your ally are adjacent to an enemy, you are treated as flanking
that enemy. Your ally is not treated as flanking (unless he also has this feat, of course)
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ROLE FEATS
The following are Role feats, so remember you must take
at least one.When you have multiple Roles, you can swap between Roles from turn to turn, but remember that a Role feat grants no benefits when you are not in that Role.
HEALER FEATS
- Dedicated Healer (H): Whenever you use a Signature ability with the Healing keyword, you heal extra HP equal to your Sec Trait.
- Defensive Heal (H): When you use the S.M. Heal, the target gains an ability bonus to all defenses equal to your Sec Trait against the next attack made against him until ENT.
- Timely Aid (H): When you use the S.M. Heal on a bloodied target, you heal an extra 1d6 HP.
SLAYER FEATS
- Brutal Advantage (S): Once per turn, when you hit an unguarded target with a melee or ranged attack, you deal additional Slayer Damage equal to your Sec Trait.
- Deadly Slayer (S): Once per turn, when you hit a target with a melee or ranged attack, you deal 4 additional Slayer Damage. This damage increases to 7 at level 21. While you have this feat, having Physique 5 or Con 3 does not increase your number of Reserves by 1, unless Physique is your Pri or Sec Trait.
- Lethal Slayer (S): Your Slayer Damage increases by +2. This increases by +1 at levels 11, 21.
- Powerful Burst (S): When you use any area, burst, blast or wall ability, you can deal your Slayer Damage once to each target you hit.
TANK FEATS
- Adroit Tank (T): Your armor and shield proficiencies improve by one step. When not in Tank role, if you are wearing armor or shield that benefits from the improved proficiency granted by this feat, you retain the proficiency but bonuses to AC and FRW defenses decrease by 1 for each piece of improved equipment you are bearing.
- Daunting Defense* (T): The penalty caused by your marks increases from -3 to -4.
- Keep Still (T): When you hit with an OA, that creature's movement immediately ends. If that creature is marked by you, it is also immobilised until the end of this turn, ie the turn during which you hit it.
- Marking Strike (T): After you make an attack during your turn, you can use a free action to Mark Sec Trait number of creatures that were attacked by you and within 5 squares of you. The Mark remains until ENT or until you use your C.M. Mark.
- Mighty Protector (T): When you deal damage to an enemy that is marked by you, you deal extra damage equal to your Sec Trait.
- Persistent Mark (T): Your Marks last until you fall unconscious, or until the next time you use the C.M. Mark. As a free action, you may choose to end any number of your existing Marks at the end of your turn.
You may also choose to use Mark as a swift action during your turn.
- Tough Resistance (T): Prerequisite: You have a rating of at least 5 in Athletics or Endurance (before check penalties)
Whenever you gain THP (including that from Tank Resistance), increase the THP gained by 1. This increases by 1 at levels 11 and 21. In addition, if you have Heavy Armor Proficiency, you gain Training, even when you are not in the Tank role.
* - note Daunting Defense is only worth taking if you want to take Adept Slider (or a different Adept feat). Otherwise, Adept Protector will always be the better choice.
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PDF for Ref:
www.dropbox.com/s/uwwjx5fv51em0s2/Feats%20Full%20310120.pdf?dl=0