DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.
Heroic Tier Feats
Blade of the Resistance [Gate Pass]
Fed up with Ragesian and Shahalesti oppression, you wage a discreet war against them.
Benefit: You gain a +2 bonus to Insight checks. Once per encounter you can select an intelligent creature who has dealt damage to you or your allies as your preferred foe. Until the end of the encounter, you gain a +2 bonus to your damage rolls against your preferred foe. The foe you select need not have dealt the damage during the current encounter; a previous encounter will suffice.
Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with the Gate Pass resistance.
Blessed by Dreams [Gate Pass]
You have helped the Gate Pass temples to manage the annual Festival of Dreams holiday parade, and last year you were promised good fortune.
Benefit: You gain a +2 bonus to Religion checks. Once per day you may reroll a single saving throw made by you or any ally within 5 squares of you, taking the second result instead. This saving throw uses your own bonuses or penalties to the roll, even if you are making it for an ally. Using this feat does not trigger any effects normally triggered by making a saving throw.
Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with the Gate Pass temples.
Cavalry Errant
You are (or were) a member of Ragesia’s or Gate Pass’s military where you trained as a cavalryman.
Prerequisite: Mounted Combat feat
Benefit: You gain the ability to help your mounted allies. As a minor action, you may apply your Mounted Combat feat to an ally within 5 squares of you, giving him the benefit until the end of your next turn.
Special: You gain Mounted Combat (see the D&D 4E Player’s Handbook) as a bonus feat if your character begins at 1st level affiliated with the Gate Pass military.
Civic Minded [Gate Pass]
Involved in the politics of Gate Pass, you know your way around the city’s laws and government.
Benefit: You gain a +2 bonus to Diplomacy checks. Whenever an ally within 5 squares of you uses the Aid Another action, the bonus he provides increases by +1. Up to 3 allies with the Civic Minded feat can contribute for any one skill check.
Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with the Gate Pass City Council.
Initiate of the East Wind
Your vicious, tempestuous fighting style makes you a storm upon your foes.
Prerequisites: Trained in Arcana, studied at the Monastery of Two Winds
Benefit: Your unarmed attacks deal an extra 1d6 lightning damage.
Special: This feat is a prerequisite for the Disciple of the East Wind paragon path, which will be introduced later in the saga.
Initiate of the West Wind
Your graceful, windy fighting style makes you a breeze among your foes.
Prerequisites: Trained in Acrobatics, studied at the Monastery of Two Winds
Benefit: If you are adjacent to only one enemy at the start of your turn, you may shift 1 square as a free action, as the first action during your turn.
Special: This feat is a prerequisite for the Aspirant of the West Wind paragon path, which will be introduced later in the saga.
Moral Insight
You gain insight into the moral force of people and things.
Prerequisite: Trained in Religion
Benefit: You can use your Religion skill to identify the alignment of sentient creatures and detect the presence of good and evil things in an area. The Religion skill is used in a similar fashion to the way Arcana is used to Detect Magic. See the D&D 4E Player’s Handbook for more information.
Identify Alignment
One minute.
* DC 10 + Will defense of the creature. The creature must be able to speak a language.
* Success You correctly identify the alignment of the creature.
* Failure You identify the creature as being Unaligned and the creature detects the attempt to determine its alignment.
Detect Presence of Evil or Good
Standard action usable once per encounter (choose which alignment to detect).
* Close Burst ½ level
* DC 20 minus ½ the prominent power source’s level.
* Success Evil or Good power is detected within the burst’s area. The source is not defined.
* Failure No knowledge is gained.
* Overwhelming Aura If the level of the prominent power source is at least twice your level, you are stunned until the end of your next turn.
Ragesian Whip Proficiency [Martial]
Prerequisite: DEX 13, martial power source
Benefit: You gain proficiency with the Ragesian whip (detailed on page 13). When using a Ragesian whip, you may choose to grab with it instead of inflicting damage. A grab attack with a Ragesian whip ignores its proficiency bonus and uses STR vs. Reflex; if you hit, the target is pulled into a space adjacent to you and is grabbed. You may not move, shift, or attack with the Ragesian whip while a target is grabbed.
Shining Warrior [Eladrin]
You possess the luminous power of the Solei Palancis, the elite warriors of the Shahalesti army.
Prerequisite: Eladrin, trained in Arcana
Benefit: If you wield a magical weapon that sheds light, you can choose to intensify that light, doubling its radius as a standard action once a day. The intensified light lasts until the end of the encounter. If you make a critical hit with your weapon while it is emitting intensified light, the creature struck is blinded until the end of your next turn. In a brightly illuminated area, you gain a +2 bonus to saves against fear and negative energy. You cannot be dazed or blinded by bright light.
Special: This feat is a prerequisite for the Solei Palancis paragon path, which will be introduced later in the saga.
Spellduelist [Arcane]
You have studied the art of spell dueling, perhaps under the famed evoker Gabal in the small school he maintains in Gate Pass, or at the Lyceum academy in Seaquen.
Prerequisite: Arcane power source
Benefit: You gain a +2 bonus to Bluff checks. You may negate an opportunity or immediate action triggered by you, including a readied action. Make an opposed Bluff vs. passive Insight check before the action occurs. If you win, the action is negated — it is not expended and has no effect — otherwise, the action occurs normally. You may use this feat in an encounter a number of times equal to your INT bonus (minimum 1). This feat may be used only to negate actions by creatures; it cannot be used to negate actions by traps or hazards.
Special: This feat is a prerequisite for the Spellduelist paragon path, which will be introduced later in the saga.
Spellduelist’s Counterspell [Arcane]
Prerequisites: Arcane power source, DEX 15, trained in Insight
Benefit: You gain the counterspell feat power.
Counterspell
Feat Power * No Keywords
Immediate Interrupt; Encounter
Trigger You are targeted by a spell
Personal
Effect If you choose, you may spend a healing surge to add ½ your level + 1 to your defense against the spell. If you do this and the spell misses, it does no damage and has no effect on you, and it is expended as if it had been successfully cast. This failure includes powers with the Reliable keyword.
Student of War [Gate Pass]
You have studied the art of war at Gabal’s wizard’s school, and have practiced battling many foes at once.
Benefit: You gain a +2 bonus to History checks. Additionally, you can strengthen your spells for use in large-scale battles. You gain a +1 bonus to your attack rolls with blast attacks. Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with Gabal’s School in Gate Pass.
Thieves’ Guild Sympathizer [Gate Pass]
You have had dealings with the Gate Pass thieves’ guild, and you suspect they might owe you a favor, though it might not be safe to push your luck.
Benefit: You gain a +2 bonus to Bluff checks. Your experience as a lookout helps some of your allies stay more alert. Each ally within 3 squares of you gains a +2 bonus to their passive Perception check.
Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with the Gate Pass thieves’ guild.
Vow of Healing
You have pledged yourself to heal all those in need, friend or foe.
Prerequisites: Trained in Heal, must be a member of the Aquiline Cross
Benefit: When you make a Heal check to administer first aid, add your CHA modifier to the hit points the character you aid regains from a second wind. You also gain a +2 feat bonus to Heal checks.
Special: You cannot refuse to heal any injured living creature who asks you for healing, though you are not obligated to provide more than Vow of Healing, and you are not required to heal enemies unless they surrender and you are reasonably sure they cannot betray you. You cannot perform a coup de grace on a living creature, nor can you target damage against a dying living foe (you may deal damage to them with area attacks, though you must make a best effort to avoid doing so). If you violate this oath, you lose the benefit of this feat for 24 hours. Repeated or flagrant transgressions can result in permanent loss of this benefit until you receive atonement.