Kitsune has commented on some of these already, but here are my two coppers...
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Originally Posted by Squeak
Racial Diversity Replaces Class Mastery Feat
Heroic Path Feat
You have spent a significant portion of your upbringing with a race other than your own.
Prerequistes: Must be level 1.
Benefit: You may take a racial feat from a race other than your own. Note that this only makes you eligible to take the feat. You must spend an additional slot to take the feat.
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It's "Heroic Tier", as previously noted.
Delete entire "Prerequisites" line, and add "Special: This feat may only be selected at Level 1."
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Dexterous Climb
Heroic Path Feat
You are a climber who relies on agility rather than brute strength.
Benefit: You use your dexterity score rather than your strength score when making climb checks. You also get a +2 bonus to climb checks. If your strength becomes higher than your dexterity, you can chose to use strength instead, retaining the +2 bonus.
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First, there are no "climb checks" in 4E. Reword to "When making an Athletics Check to climb, you may use your Dexterity Modifier in place of your Strength Modifier."
Add "Prerequisite: Must be trained in Athletics".
Ultimately, however, this feat is inferior to Skill Focus (Athletics), as it applies only to climbing and Skill Focus applies to all Athletics checks.
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Exceptional Healer
Heroic Path Feat
Your powers of healing are amazing.
Benefit: +2 to all healing surges you take. This feat stacks with other abilities and feats.
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Reword benefit to "Increase your healing surge value by +2."
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Greater Improved Critical
Paragon Tier Feat
You know how to use your chosen weapon to devastating effect.
Prerequistes: Weapon Focus
Benefit: Your damage on a critical hit made with a chosen weapon group increases by 1 die. 1d6 becomes 1d8, 1d8 becomes 1d10 and 1d10 becomes 1d12.
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This is inconsistent with how critical hits are handled in 4E. A crit does maximum weapon damage, plus X number of dice for your magic weapon/implement. The bonus dice are a function of the weapon/implement's magic, not your skill. Reference "Devastating Critical" (PHB, p202), which adds +1d10 on a critical hit.
Consider changing the prerequisite to "Devastating Critical" and boosting the damage to +1d12.
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Improved Dodge
Heroic Tier Feat
You are good at dodging attacks.
Prerequistes: Dex 13
Benefit: Your receive a dodge bonus to your armor class against all melee and missile attacks. A condition that would make you lose your dexterity bonus to AC (if any) also makes you lose dodge bonuses. This bonus stacks with all other bonuses.
1st-10th level - +1 bonus to AC
11th-20th level - +2 bonus to AC
21st-30th level - +3 bonus to AC
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Oddly worded. There are no conditions in 4E which make you lose your Dex bonus to AC. In fact, only characters wearing Light armor are even eligible to add their Dex Modifier to AC. "Missile attacks" are not the only ranged attacks. Applying the bonus to a bow, crossbow, sling, or thrown weapon but not to spells is too much bookkeeping.
The bonus is too much for 4E. The Paragon Tier "Combat Anticipation" (PHB, p202) grants a +1 feat bonus to all defenses against ranged, area, and close attacks.
An untyped bonus is inappropriate here. Combined with Combat Anticipation, that's a +3 bonus to all defenses vs ranged attacks.
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Magical Reserves
Heroic Tier Feat
You can call upon your own inner strength to cast spells.
Benefit: Sacrifice all of your remaining healing surges. When you do this, you regain one daily power you used this day. This does not function if you do not have any healing surges left.
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This is too much for a feat, as there are Paragon and Epic Tier powers which do the same thing. Even at the cost of all remaining healing surges, it's too powerful. Consider: at the end of the "day", you're in combat with the BBEG, have used all your Dailies and have 1 healing surge remaining. Burning that last healing surge in exchange for a Daily power is a no brainer...
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Reckless Strike
Heroic Tier Feat
You are capable of ignoring your personal safety in order to injure your opponent.
Prerequistes: Con 13
Benefit: On your action, before making attack rolls for the round, you may chose to take a -4 on your armor class and add half that number (2 or less) to all melee attack rolls. This number may not exceed your base attack bonus. The penalty to armor class apply until the beginning of your next turn. You may not use this feat in conjunction with power attack.
This extra damage increases can increases with level, as noted below.
Level Extra Damage (Two Handed Weapon)
1st-10th +2 (+3 Two Handed Weapon)
11th-20th +4 (+6 Two Handed Weapon)
21st - 30th +6 (+9 Two Handed Weapon)
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There is no "Base Attack Bonus" in 4E. The math is too complicated for 4E as well. Reference the static penalty and bonus for Power Attack (PHB, p199).
Con prereq makes little sense. Perhaps a Dex prereq of 15? (To match Power Attack)
Granting Combat Advantage until the start of your next turn is actually much more dangerous than an AC penalty, as it allows various powers and features which trigger on CA.
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Shield Grand Master
ParagonTier Feat
You skills with a shield are amazing to behold.
Benefit: When taking the total defense action and using a shield, you may gain cover from a single opponent of your choice and damage reduction equal to the shield bonus provided by the shield against that opponent's attacks. Both bonuses last for 1 round and are in addition to the normal benefits derived from total defense.
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"Damage Reduction" doesn't exist in 4E. Consider changing to "Gain 'Resist All X' against that opponent's attacks, where X equals the AC bonus provided by your shield."
Replace "Both bonuses last for 1 round" with "Both bonuses last until the start of your next turn."
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Skillful Heroic Tier Feat
You are skilled where members of your profession usually are not.
Benefit: Chose one skill. This skill becomes a class skill for you.
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Rather pointless for 4E. "Class skills" are relevant only at character creation, and Skill Training does exactly the same thing.