Agility Feats

See Also Combat Feats & Lore Feats (updated Mar 2013)

Alertness (Perception 100)
You cannot be surprised. Also, you gain a +10% feat bonus to Perception checks.

Armor Finesse (Light Armor 85)
You ignore the agility penalty for wearing armor.

Assassin’s Strike (Sneak 100)
You strike with precision at the exact right moment, landing an attack that can be instantly fatal.
Note: This effect enhances either the Back Stab maneuver, or Sneak Attack maneuver. All requirements and restrictions for those powers still apply.
Effect: Extra damage dice become d10(s) instead of d6(s).

Change Self (Thievery 100)
You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other generally human-shaped bipedal creature.

Comprehend Languages (Speech 100)
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Defensive Mobility (Light Armor 55)
When you must expose yourself to an enemy’s attacks, you move with speed and balance to minimize the danger. You gain a +10% bonus to AC against opportunity attacks.

Disciple of Nature (Martial Arts 70) — A group of Maneuvers and Feats
As a Disciple of Nature, you gain the following:

{MA} Acrobat’s Discipline
You move up to your speed -2. During this move, you have a climb speed equal to your speed -2. You also gain a +2 power bonus to your next damage roll with an attack [Unarmed] during this turn.

{MA} Barkskin — At-Will, Minor Action, Stance, Personal
Effect: The Martial Artist uses disciplines to emulate armor. Barkskin is equivalent to hide armor, and adds 2 wound points to all hit locations.

Spring (Martial Arts) — At-Will, Minor Action, Stunt, Personal
Prerequisite: You must succeed at an Agility Check (Hard DC, no adjustment).
You can leap 2 squares in any direction as a minor action and land facing desired direction. Height of jump is 2 squares (must have clearance) and can be used to leap onto object 2 squares high from adjacent square. On failure, fall prone in adjacent square.

Disciple of Elements (Martial Arts 85) — A group of Maneuvers and Feats
As a Disciple of Elements, you gain the following:

{MA} Escape Artist’s Discipline
Once at the end of this turn, you can shift 2 squares as a free action

{MA} Stoneskin — At-Will, Minor Action, Stance, Personal
Effect: The Martial Artist uses disciplines to emulate armor. Stoneskin is equivalent to chainmail armor, and adds 3 wound points to all hit locations.

Instant Stand (Martial Arts) — At-Will, Free Action, Stunt, Personal
When you are knocked prone, you can stand up as a free action.

Disciple of Dragons (Martial Arts 100) — A group of Maneuvers and Feats
As a Disciple of Dragons, you gain the following:

{MA} Storm’s Discipline
Make a burst 1 melee attack [Unarmed] against adjacent enemies

{MA} Dragonscale — At-Will, Minor Action, Stance, Personal
Effect: The Martial Artist uses disciplines to emulate armor. Dragonscale is equivalent to scale armor, and adds 4 wound points to all hit locations.

{MA} Flying Kick (Martial Arts)
Shift 2 and attack [Unarmed]

Falcon Aspect (Perception 70) — At-Will, Minor Action, Stance, Personal
You take on the aspect of the falcon, gaining its keen eyes and striking a fellowship with the primal winds, which carry your attacks ever farther.
Effect: You assume a stance, the aspect of the falcon. Until the stance ends, you gain the following benefits:
You ignore the penalty to attack rolls for making a ranged weapon attack at long range.
You gain a +2 power bonus to speed.
You gain a +10% power bonus to Perception checks.

Lightning Reflexes (Acrobatics 100)
You gain a +10% feat bonus to Reflex.

Lone Wolf Aspect (Perception 85) — At-Will, Minor Action, Stance, Personal
Like the lone wolf, you learn to pick off the weakest of your enemies with quick and brutal efficiency.
Effect: You assume a stance, the aspect of the lone wolf. Until the stance ends, you gain the following benefits:
You gain combat advantage against enemies that have no creatures adjacent to them other than you.
At the start of each of your turns, you learn the location of every hidden, wounded enemy within 5 squares of you.
Special: Bloodhunt. You gain X bonus to damage rolls against wounded enemies, where x = (Encounter total/10, rounded down) extra damage.

Mobile Blade (Acrobatics 70) — At-Will, Minor Action, Stance, Personal
The force of your weapon attack clears space for you to spring away from your foe.
Effect: You are proficient at mobile combat. Until the stance ends, whenever you hit an enemy with an attack using a weapon, you can move a number of squares up to your Dexterity modifier as a free action.

Reduce Falling Damage (Acrobatics 85)
The amount of falling damage you take is reduced by your encounter total (EXP) rounded down. If the falling damage is reduced to 0, you land standing.

Shadow Step (Sneak 85) — Move Action
Step into one shadow and step out of another.
Effect: You teleport up to 10 squares.
Special: Use this maneuver only once per encounter.

Single Out (Speech 55) — At-Will, Minor Action, Stance, Ranged 5
Your fury in battle causes a nearby foe to quake with fear.
Target: One enemy
Effect: The target grants combat advantage to you for 1d4 rounds.

Sneak’s Trick (Sneak 70) — At-Will, Move Action, Trick, Personal
You fade into the shadows, moving with such precision that you can hide in even the barest scrap of cover.
Effect: You move up to your speed -2. At the end of this move, you can make a Sneak check (opposed by an opponent’s sense) to hide if you have any cover or concealment.

Scry (Insight 100)
On a successful Insight check (vs. WILL) you can see and hear some creature, which may be at any distance. Difficulty may be modified depending on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +25% bonus to its WILL defense.

Stone Cunning (Dungeoneering 100)
Gain the ability to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework.

Tactical Trick (Insight 70) — At-Will, Move Action, Trick, Personal
Your quick assessment of the battlefield shows you both where to step and which enemies are too distracted to defend themselves properly.
Effect: You move up to your speed, and you do not provoke opportunity attacks when leaving squares adjacent to your allies. Until the end of your turn, you have combat advantage against enemies that have at least one of your allies adjacent to them.

Agility Feats

Dominium anarkeith