The At-Will To Power: A Guide to At-Will Enhancing

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The At-Will To Power
A Guide to At-Will Enhancing



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"The struggle for survival is only an exception, a temporary restriction of the will to life; the great and small struggle revolves everywhere around preponderance, around growth and expansion, around power and in accordance with the will to power, which is simply the will to life."


Friedrich Nietzsche, 1887




Welcome to my second guide (not a handbook) to thematic options for optimzation.  This one will focus on At-Will power enhancers; Domain Feats, Style Feats, etc.

This guide will contain all Level 1 At-Will powers.  Additionally it'll include notes on items (PPs/EDs/gear/etc.) that enhance at-will powers.  Wands that contain At-Will powers won't be noted.

The main purpose of this is to list, in one place, all the ways to augment specific At-Will powers, so I don't have to look in 4-5 different places.  This guide will also serve the additional benefit of listing every possible option for the Half-Elf's racial feature, Dilettante.

Like my Elemental Guide, this guide isn't about optimization so much as it is about organizing.  It can be a daunting task trying to find all the different feats that augment an at-will, and this makes my task easier.

If you see an item presented in BOLD, GREEN TEXT, that means it's an item that has other optimzation avenues availble to it, primarily in the form of basic attack substitution.

Note:
When using feats like this, keep in mind the rule that you can't use more than one feat at a time, unless it's a Lesser/Greater feat of the same style.  The rule for this is located in Dragon Magazine #371, page 9 --
"If you choose multiple heritage feats (or feats that similarly modify at-will powers), you choose which feat modifies the power for the purposes of resolving the attack with the power."
Racial Options

Feats


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Gnoll

  • Fierce Charge (Dr367; Paragon Gnoll) - Use an At-Will instead of a MBA with your ferocious charge

Half-Elf
  • Versatile Master (PHB2; Paragon) - Your Dilettante power is now an At-Will

Human

  • Bogtangle Bloodline (Dr386) - 2 feats to swap a class At-Will for a blowgun At-Will attack (Bogtangle Dart)

  • Foamgather Bloodline (Dr386) - 2 feats to swap a class At-Will for a net At-Will attack (Net snare)

  • Sunspray Bloodline (Dr386) - 2 feats to swap a class At-Will with a Radiant At-Will weapon attack (Sunspray Dance)

  • Wolfstone Bloodline (Dr385) 2 feats to swap a class At-Will with an At-Will weapon attack that pushes all adjacent (Wolfstone Frenzy)

Minotaur

  • Brutal Ferocity (Dr369; Heroic) - Use an At-Will when dropped to 0

Shadar-Kai

  • Blighting Power (DrA09) - Gain benefits with [Bard(vicious mockery), Sorcerer(dragonfrost), Swordmage(booming blade), Warlock(hellish rebuke), Wizard(ray of frost)]

  • Expert Chainfighter (DrA09; Spiked chain proficiency) - Gain benefits with [Fighter(dual strike), Ranger(twin strike), Rogue(deft strike), Warlord(brash assault)]

  • Reaper`s Touch (DrA09) - Gain benefits with [Invoker(avenging light), Sorcerer(acid orb and dragonfrost), Warlock(eldritch blast), Wizard(magic missile)]

Shifter

  • Primal Instincts (Dr387; Epic) - Deal damage with primal At-Wills on misses after using racial




PPs/EDs


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PPs

  • Crystalmind (Dr387; Shardmind) - At-Wills used unaugmented can become Psychic

  • Half-Elf Polymath (Dr385; Half-Elf) - Gain At-Will from another class




Universal Options

General Feats


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Heroic

  • Impending Victory (PHB3) - +1 to attacks with At-Will powers against bloodied targets

Paragon

  • Heavy Blade Opportunity (PHB; Str 15, Dex 15) - Use an At-Will with the Weapon keyword with opp attacks, when using a heavy blade



Heritage Feats


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The feats provide an untyped +2 bonus to a skill (unless noted otherwise) and an additional benefit with specific At-Will powers
  • Ghost Touched (Dr371; Con 13, Int 13) - Religion, bonuses against undead with [Cleric(sacred flame), Paladin(holy strike), Wizard(magic missile)]

  • Radiant Soul (Dr371; Cha 13) - Diplomacy, bonuses against undead with [Cleric(righteous brand), Paladin(bolstering strike), Warlock(hellish rebuke)]

  • Raven Queen Devotee (Dr371; Wis 13, Cha 13, Deity: Raven Queen) - Intimidate, gain benefit with [Cleric(priest`s shield), Paladin(enfeebling strike)]

  • Shadow Soul (Dr371; Dex 13, Wis 13) - Stealth, bonus against undead with [Cleric(lance of faith), Paladin(valiant strike)]

  • Undead Hunter (Dr371; Con 13, trained in Religion) - Increase surge value by 1, gain bonus against undead with [Fighter(reaping strike), Paladin(holy strike), Ranger(careful attack), Warlord(commander`s strike)]

  • Zombie Veteran (Dr371; Str 15) - +2 bonus to escape grabs, bonus against undead with [Fighter(Sure strike), Paladin(valiant strike), Ranger(twin strike), Warlord(wolf pack tactics)]




Magic Items


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Armors
  • Armor of Exploits (AV; Any - Level 3+) - Store an ally's At-Will/Encounter power and use it as a Daily item power

  • Pouncing Armor (Dr378; Leather, Hide - Level 4+) - Daily allows use of an At-Will on a charge

Implements
  • Hawk`s Talon (Dr382; Ki Focus - Level 4+) - Daily Standard uses an At-Will on a charge

  • Orb of Mighty Retort (AV; Orb - Level 15+) - Daily Immed React hits opponent with an At-Will/Encounter after they damage you

  • Quickening Staff (AV; Staf f- Level 14+) - Daily Free lets you use an At-Will after hitting with a Daily

  • Rain of Hammers (Dr382; Ki Focus - Level 3+) - Daily Minor lets you attack a target again with an At-Will

  • Rod of Dual Invocation (PHB2; Rod - Level 30) - Daily Free lets you use an invoker at-will/encounter

  • Rod of Retributive Justice (PHB2; Rod - Level 20+) - Daily Free lets you use an invoker at-will/encounter

Clothing
  • Boots of the Mighty Charge (Dr381; Feet - Level 10) - Daily free allows you to use an At-Will/Encounter power on a charge

  • Helm of the Flamewarped (AV; Head - Level 10) - Daily Free maxes an MBA or melee At-Will, can turn it to fire, and dazes you

  • Ring of Spell Storing (AV; Ring - Level 20/30) - Daily Standard uses a stored arcane At-Will/Encounter power




Arcane Options

Feats


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Heroic
  • Arcane Reserves (AP) - +2 damage with Arcane At-Wills if all Arcane Encounters are expended

  • Arcane Spellfury (PHB2; Sorcerer) - Attack bonus against enemies hit with Sorc At-Will

  • Defiling Action (DSCS; arcane defiling power) - When you spend an AP to use an arcane At-Will/Encounter, you can defile as well

  • Focusing Spellfury (AP; Sorcerer) - +2 damage after hitting 2+ with a Sorc At-Will

  • Rising Spellfury (AP; Sorcerer) - +1 to attacks after hitting only one enemy with a Sorc At-Will

Paragon
  • Sorcerous Reserves (AP; Sorcerer) - +1 to attacks with Sorc At-Wills if all Sorc Daily powers are expended

  • Storm Spellfury (AP; Storm Sorcerer) - Fly 2 after hitting with a Sorc At-Will

  • Wild Spellfury (PHB2; Sorcerer) - Adjacent enemies take damage when you hit with a Sorc At-Will

  • Cosmic Spellfury (AP; Cosmic Sorcerer) - Gain benefit when hitting with a Sorc At-Will

  • Draconic Spellfury (PHB2; Sorcerer) - Gain THP when you hit with a Sorc At-Will

Epic
  • Quickened Spellcasting (AP) - Arcane At-Will is a minor action once/encounter

  • Ruthless Spellfury (AP; Sorcerer) - Use Sorc RBA as free action after critting with a Sorc At-Will



White Lotus Feats


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Heroic
  • White Lotus Defense (Dr374) - +1 to defenses against enemies hit with arcane At-Wills

  • White Lotus Enervation (Dr374) - -1 penalty to defense targeted by your arcane At-Will

  • White Lotus Evasion (Dr374) - Shift 1 as a minor when hitting with an arcane At-Will

  • White Lotus Hinderance (Dr374) - Targets of your arcane At-Will attacks treat squares adjacent to you as difficult terrain

  • White Lotus Riposte (Dr374) - Deal damage to enemies that attack you after you hit them with an arcane At-Will

Paragon
  • White Lotus Master Evasion (Dr374; White Lotus Evasion) - Shift 1 as Free, +1 to speed, after hitting with an arcane At-Will

  • White Lotus Master Hinderance (Dr374; White Lotus Hinderance) - Targets of your arcane At-Will attacks treat squares adjacent to allies as difficult terrain

  • White Lotus Master Riposte (Dr374; White Lotus Riposte) - Repeat attack against target that attacks you after you hit them with an arcane At-Will




PPs/EDs


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PPs
  • Academy Master (Dr374; Any arcane) - grants bonus to attacks and damage after hitting with an arcane At-Will

  • Battle Mage (PHB; Wizard) - When first bloodied, use any At-Will you know as an immediate reaction

  • Dragonfoe Ragespell (Dr379; Barbarian, Sorcerer) - Improved damage/critical range with Sorcerer At-Wills while raging

  • Spell Commander (Dr381; Artificer) - Adjacent allies can use arcane At-Will powers instead of BAs

  • Sword of Assault (AP; Assault Swordmage) - multiple At-Will boosts as features

  • War Wizard of Cormyr (FRPG; Wizard) - Use a Wizard At-Will as a basic attack




Class At-Will Powers


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Artificer   


Aggravating Force (EPG)
Ethereal Chill (Dr381)
Magic Weapon (EPG)
Static Shock (EPG)
Thundering Armor (EPG)
Unbalancing Force (PHH)

Bard


Cutting Words (PHH)
Guiding Strike (PHB2)
Jinx Shot (AP)
Misdirected Mark (PHB2)
Staggering Note (Dr383)
Vicious Mockery (PHB2)
  • Blighting Power (DrA09; Shadar-Kai) - damage is Psychic and Necrotic

War Song Strike (PHB2)

Sorcerer


Acid Orb (PHB2) - RBA
  • Reaper`s Touch (DrA09; Shadar-Kai) - gains range of melee touch, usable as MBA

Arcing Fire (PHH)
Blazing Starfall (AP)
Burning Spray (PHB2)
Chaos Bolt (PHB2)
Dragonfrost (PHB2) - RBA
  • Blighting Power (DrA09; Shadar-Kai) - damage is Cold and Necrotic

  • Reaper`s Touch (DrA09; Shadar-Kai) - gains range of melee touch, usable as MBA

Energy Strobe (Dr381) - RBA
Lightning Strike (AP)
Storm Walk (PHB2)

Swordmage


Booming Blade (FRPG)
  • Blighting Power (DrA09; Shadar-Kai) - damage is Necrotic and Thunder

Frigid Blade (Dr367)
Frostwind Blade (PHH)
Greenflame Blade (FRPG)
Lightning Lure (FRPG)
Luring Strike (AP)
Sword Burst (FRPG)

Warlock


Dire Radiance (PHB)
Eldritch Blast (PHB) - RBA
  • Reaper`s Touch (DrA09; Shadar-Kai) - gains range of melee touch, usable as MBA

Eldritch Strike (PHH) - MBA
Eyebite (PHB)
Eyes of the Vestige (AP)
Hand of Blight (DSCS)
Hellish Rebuke (PHB)
  • Blighting Power (DrA09; Shadar-Kai) - damage is Fire & Necrotic

  • Radiant Soul (Dr371; Cha 13) - Diplomacy, deals Radiant, instead of Fire, damage to undead

Spiteful Glamor (FRPG)

Wizard


Chilling Cloud (PHH)
Cloud of Daggers (PHB)
Erupting Flare (Dr388)
Illusory Ambush (AP)
Magic Missile (PHB) - RBA
  • Ghost Touched (Dr371; Con 13, Int 13) - Religion, ignores the insubstantial trait of undead, dealing full damage

  • Reaper`s Touch (DrA09; Shadar-Kai) - gains range of melee touch, usable as MBA

Nightmare Eruption (Dr380)
Phantom Bolt (AP)
Ray of Frost (PHB)
  • Blighting Power (DrA09; Shadar-Kai) - damage is Cold and Necrotic

Scorching Burst (PHB)
Storm Pillar (AP)
Thunderwave (PHB)
Winged Horde (Dr381)


Other Powers


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The following Wizard Summoning spells (from Dr385) gain the listed benefit while the summoned creature persists
  • Summon Dretch (Daily 1) - creatures hit by your basic or At-Will attacks take 5 damage if it attacks the following turn

  • Summon Magma Beast (Daily 5) - Shift 2 as a Move, targets of your BAs or At-Wills cannot shift

  • Summon Succubus (Daily 9) - Targets of your BAs or At-Wills take -4 penalty to attack you

  • Summon Earthwind Ravager (Daily 25) - Push targets of your BAs or At-Wills 2

  • Summon Marilith (Daily 25) - Shift 1 when you hit with a BA or At-Will, make a BA or At-Will against adjacent target that misses you

  • Summon Balor (Daily 29) - Deal 15 extra Fire/Lightning damage with BAs, At-Wills, and Encounters

  • Summon Djinn Stormcaller (Daily 29) - Teleport 3 (before or after) as Free with BAs and At-Wills

Sorcerer

  • Crown of Flames (AP; Daily 22 Utility) - Misses with Sorcerer At-Will/Encounter powers deal CHA fire damage






Divine Options

Feats


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Heroic
  • Bane`s Tactics (Dr372; Deity: Bane) - Use an At-Will single-target melee attack in place of the MBA on an opportunity attack

  • Domain Synergy (Dr379; Cleric) - bonus to attacks after using a CD power with the at-will of the associated domain feat

  • Resonating Covenant (PHB2; Heroic Invoker) - Bonus to At-Will attack after hitting with divine enc/daily



Domain Feats


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All Domain feats (unless otherwise noted) grant a +2 Feat Bonus to one skill, and a secondary benefit when using specific At-Will powers
  • Power of Arcana (DP) - Arcana, counts as Arcane as well as Divine, +1 to attacks with arcane after using [Avenger(radiant vengeance), Cleric(lance of faith), Invoke(divine bolts), Paladin(virtuous strike)]

  • Power of Change (DP) - Thievery, +1 attack with next encounter or daily attack after using [Avenger(overwhelming strike), Cleric(recovery strike), Invoker(divine bolts), Paladin(bolstering strike)]

  • Power of Civilization (DP) - Diplomacy, +1 damage for each adjacent enemy with [Avenger(leading strike), Cleric(priest`s shield), Invoker(mantle of the infidel), Paladin(valiant strike)]

  • Power of Creation (DP) - Religion, +1 power bonus to AC for you or nearby ally after hitting with [Avenger(radiant vengeance), Cleric(righteous brand), Invoker(grasping shards), Paladin(bolstering strike)]

  • Power of Darkness (DP) - Stealth, gain concealement against next attack made against you after hitting with [Avenger(overwhelming strike), Cleric(priest`s shield), Invoker(visions of blood), Paladin(ardent strike)]

  • Power of Death (DP) - Religion, bonus damage against bloodied targets you hit with [Avenger(radiant vengeance), Cleric(righteous brand), Invoker(visions of blood), Paladin(enfeebling strike)]

  • Power of Destruction (DP) - Intimidate, bonus damage against unbloodied targets you hit with [Avenger(bond of censure), Cleric(righteous brand), Invoker(grasping shards), Paladin(ardent strike)]

  • Power of Earth (DP) - Athletics, slow enemies you hit with [Avenger(overwhelming strike), Cleric(recovery strke), Invoker(visions of blood), Paladin(bolstering strike)]

  • Power of Fate (DP) - Insight, +1 to attacks with [Avenger(bond of retribution), Cleric(astral seal), Invoker(avenging light), Paladin(holy strike)]

  • Power of Freedom (DP) - Acrobatics, +2 bonus to next save (you or a nearby ally) after hitting with [Avenger(leading strike), Cleric(righteous brand), Invoker(vanguard`s lightning), Paladin(holy strike)]

  • Power of Hope (DP) - Diplomacy, +1 bonus to nearby ally's next attack after you hit with [Avenger(leading strike), Cleric(righteous brand), Invoker(avenging light), Paladin(valiant strike)]

  • Power of Justice (DP) - Insight, nearby bloodied allies gain +1 bonus to attack after you hit with [Avenger(bond of censure), Cleric(righteous brand), Invoker(mantle of the infidel), Paladin(virtuous strike)]

  • Power of Knowledge (DP) - History, +1 bonus to defenses after you hit with [Avenger(leading strike), Cleric(astral seal), Invoker(grasping shards), Paladin(virtuous strike)]

  • Power of Life (DP) - Heal, Heal a nearby ally when you hit with [Avenger(radiant vengeance), Cleric(astral seal), Invoker(avenging light), Paladin(bolstering strike)]

  • Power of Love (DP) - Diplomacy, forego dealing damage and grant THP to nearby allies when you hit with [Avenger(radiant vengeance), Cleric(recovery strike), Invoker(sun strike), Paladin(virtuous strike)]

  • Power of Luck (DP) - Acrobatics, scores crititical hits on 19-20 with [Avenger(bond of censure), Cleric(lance of faith), Invoker(vanguard`s lightning), Paladin(holy strike)]

  • Power of Madness (DP) - Bluff, enemies take -1 penalty to attacks after being hit with [Avenger(overwhelming strike), Cleric(righteous brand), Invoker(visions of blood), Paladin(enfeebling strike)]

  • Power of Moon (DP) - Perception, enemies take -2 penalty to the defense targetted after being hit with [Avenger(bond of censure), Cleric(righteous brand), Invoker(hand of radiance), Paladin(enfeebling strike)]

  • Power of Poison (DP) - Bluff, +2 bonus to damage if you change the damage type to Poison with [Avenger(overwhelming strike), Cleric(righteous brand), Invoker(grasping shards), Paladin(enfeebling strike)]

  • Power of Protection (DP) - Heal, one nearby ally gains bonus to all defenses after you hit with [Avenger(leading strike), Cleric(priest`s shield), Invoker(vanguard`s lightning), Paladin(valiant strike)]

  • Power of Sea (DP) - Athletics, make a save or inflict -2 penalty on hit enemy's next save after you hit with [Avenger(bond of censure), Cleric(recovery strike), Invoker(divine bolts), Paladin(virtuous strike)]

  • Power of Skill (DP) - +1 to all trained, use as a basic attack [Avenger(overwhelming strike), Cleric(righteous brand), Invoker(divine bolts), Paladin(valiant strike)]

  • Power of Storm (DP) - Intimidate, bonus to damage if you change the damage type to Thunder with [Avenger(overwhelming strike), Cleric(righteous brand), Invoker(vanguard`s lightning), Paladin(valiant strike)]

  • Power of Strength (DP) - Athletics, bonus to damage with [Avenger(overwhelming strike), Cleric(priest`s shield), Invoker(avenging light), Paladin(holy strike)]

  • Power of Strife (DP) - Bluff, bonus to damage for each nearby enemy with [Avenger(bond of retribution), Cleric(lance of faith), Invoker(sun strike), Paladin(ardent strike)]

  • Power of Sun (DP) - Insight, targets gain vulnerability to radiant when hit with [Avenger(radiant vengeance), Cleric(lance of faith), Invoker(sun strike), Paladin(virtuous strike)]

  • Power of Torment (DP) - Intimidate, enemies you hit grant CA to your next ally to attack it [Avenger(overwhelming strike), Cleric(astral seal), Invoker(mantle of the infidel), Paladin(ardent strike)]

  • Power of Trickery (DP) - Thievery, you or an ally can shift 1 after you hit with [Avenger(overwhelming strike), Cleric(recovery strike), Invoker(avenging light), Paladin(enfeebling strike)]

  • Power of Tyranny (DP) - Intimidate, enemies gain -2 penalty to saves when targetted with [Avenger(bond of censure), Cleric(astral seal), Invoker(divine bolts), Paladin(enfeebling strike)]

  • Power of Undead (DP) - Religion, +2 bonus to damage if you change the damage type to Necrotic with [Avenger(bond of censure), Cleric(lance of faith), Invoker(grasping shards), Paladin(enfeebling strike)]

  • Power of Vengeance (DP) - Intimidate, enemy takes damage next time it attacks, after you hit with [Avenger(radiant vengeance), Cleric(astral seal), Invoker(avenging light), Paladin(holy strike)]

  • Power of War (DP) - History, +1 bonus to attacks against unbloodied targets with [Avenger(bond of retribution), Cleric(priest`s shield), Invoker(visions of blood), Paladin(bolstering strike)]

  • Power of Wilderness (DP) - Nature, You and adjacent allies ignore difficult terrain after hitting with [Avenger(overwhelming strike), Cleric(recovery strike), Invoker(sun strike), Paladin(valiant strike)]

  • Power of Winter (DP) - Endurance, +2 bonus to damage if you change the damage type to Cold with [Avenger(bond of censure), Cleric(lance of faith), Invoker(hand of radiance), Paladin(enfeeling strike)]




PPs/EDs


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PPs
  • Divine Philosopher (DP; Invoker) - gain the At-Will of another divine class, as an Encounter

  • Serene Initiate (DP; Avenger) - deal DEX when you miss oath target with an At-Will

EDs
  • Chosen (DP; any divine) - Erathis option lets you and allies crit on 16-20



Class Powers


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Avenger


Avenging Shackles (Dr382) - RBA
Bond of Censure (DP)
  • Power of Destruction (DP) - Intimidate, bonus damage against unbloodied targets you hit

  • Power of Justice (DP) - Insight, nearby bloodied allies gain +1 bonus to attack after you hit

  • Power of Luck (DP) - Acrobatics, scores crititical hits on 19-20

  • Power of Moon (DP) - Perception, enemies take -2 penalty to the defense targetted after being hit

  • Power of Sea (DP) - Athletics, make a save or inflict -2 penalty on hit enemy's next save after you hit

  • Power of Tyranny (DP) - Intimidate, enemies gain -2 penalty to saves when targetted

  • Power of Undead (DP) - Religion, +2 bonus to damage if you change the damage type to Necrotic

  • Power of Winter (DP) - Endurance, +2 bonus to damage if you change the damage type to Cold

Bond of Pursuit (PHB2)
Bond of Retribution (PHB2)
  • Power of Fate (DP) - Insight, +1 to attack

  • Power of Strife (DP) - Bluff, bonus to damage for each nearby enemy

  • Power of War (DP) - History, +1 bonus to attacks against unbloodied targets

Focused Fury (PHH)
Leading Strike (DP)
  • Power of Civilization (DP) - Diplomacy, +1 damage for each adjacent enemy

  • Power of Freedom (DP) - Acrobatics, +2 bonus to next save (you or a nearby ally) after hitting

  • Power of Hope (DP) - Diplomacy, +1 bonus to nearby ally's next attack after you hit

  • Power of Knowledge (DP) - History, +1 bonus to defenses after you hit

  • Power of Protection (DP) - Heal, one nearby ally gains bonus to all defenses after you hit

Overwhelming Strike (PHB2)
  • Power of Change (DP) - Thievery, +1 attack with next encounter or daily attack after using

  • Power of Darkness (DP) - Stealth, gain concealement against next attack made against you after hitting

  • Power of Earth (DP) - Athletics, slow enemies you hit

  • Power of Madness (DP) - Bluff, enemies take -1 penalty to attacks after being hit

  • Power of Poison (DP) - Bluff, +2 bonus to damage if you change the damage type to Poison

  • Power of Skill (DP) - +1 to all trained, use as a basic attack

  • Power of Storm (DP) - Intimidate, bonus to damage if you change the damage type to Thunder

  • Power of Strength (DP) - Athletics, bonus to damage

  • Power of Torment (DP) - Intimidate, enemies you hit grant CA to your next ally to attack it

  • Power of Trickery (DP) - Thievery, you or an ally can shift 1 after you hit

  • Power of Wilderness (DP) - Nature, You and adjacent allies ignore difficult terrain after hitting

Radiant Vengeance (PHB2)
  • Power of Arcana (DP) - Arcana, counts as Arcane as well as Divine, +1 to attacks with arcane after using

  • Power of Creation (DP) - Religion, +1 power bonus to AC for you or nearby ally after hitting

  • Power of Death (DP) - Religion, bonus damage against bloodied targets you hit

  • Power of Life (DP) - Heal, Heal a nearby ally when you hit

  • Power of Love (DP) - Diplomacy, forego dealing damage and grant THP to nearby allies when you hit

  • Power of Sun (DP) - Insight, targets gain vulnerability to radiant when hit

  • Power of Vengeance (DP) - Intimidate, enemy takes damage next time it attacks, after you hit

Cleric


Astral Seal (DP)
  • Power of Fate (DP) - Insight, +1 to attack

  • Power of Knowledge (DP) - History, +1 bonus to defenses after you hit

  • Power of Life (DP) - Heal, Heal a nearby ally when you hit

  • Power of Torment (DP) - Intimidate, enemies you hit grant CA to your next ally to attack it

  • Power of Tyranny (DP) - Intimidate, enemies gain -2 penalty to saves when targetted

  • Power of Vengeance (DP) - Intimidate, enemy takes damage next time it attacks, after you hit

Gaze of Defiance (PHH)
Invigorating Assault (PHH)
Lance of Faith (PHB)
  • Power of Arcana (DP) - Arcana, counts as Arcane as well as Divine, +1 to attacks with arcane after using

  • Power of Luck (DP) - Acrobatics, scores crititical hits on 19-20

  • Power of Strife (DP) - Bluff, bonus to damage for each nearby enemy

  • Power of Sun (DP) - Insight, targets gain vulnerability to radiant when hit

  • Power of Undead (DP) - Religion, +2 bonus to damage if you change the damage type to Necrotic

  • Power of Winter (DP) - Endurance, +2 bonus to damage if you change the damage type to Cold

  • Shadow Soul (Dr371; Dex 13, Wis 13) - Stealth, push undead targets 1 square

Priest`s Shield (PHB)
  • Power of Civilization (DP) - Diplomacy, +1 damage for each adjacent enemy

  • Power of Darkness (DP) - Stealth, gain concealement against next attack made against you after hitting

  • Power of Protection (DP) - Heal, one nearby ally gains bonus to all defenses after you hit

  • Power of Strength (DP) - Athletics, bonus to damage

  • Power of War (DP) - History, +1 bonus to attacks against unbloodied targets

  • Raven Queen Devotee (Dr371; Wis 13, Cha 13, Deity: Raven Queen) - Intimidate, grant ally Necrotic resist instead of AC bonus

Recovery Strike (DP)
  • Power of Change (DP) - Thievery, +1 attack with next encounter or daily attack after using

  • Power of Earth (DP) - Athletics, slow enemies you hit

  • Power of Love (DP) - Diplomacy, forego dealing damage and grant THP to nearby allies when you hit

  • Power of Sea (DP) - Athletics, make a save or inflict -2 penalty on hit enemy's next save after you hit

  • Power of Trickery (DP) - Thievery, you or an ally can shift 1 after you hit

  • Power of Wilderness (DP) - Nature, You and adjacent allies ignore difficult terrain after hitting

Righteous Brand (PHB)
  • Power of Creation (DP) - Religion, +1 power bonus to AC for you or nearby ally after hitting

  • Power of Death (DP) - Religion, bonus damage against bloodied targets you hit

  • Power of Destruction (DP) - Intimidate, bonus damage against unbloodied targets you hit

  • Power of Freedom (DP) - Acrobatics, +2 bonus to next save (you or a nearby ally) after hitting

  • Power of Hope (DP) - Diplomacy, +1 bonus to nearby ally's next attack after you hit

  • Power of Justice (DP) - Insight, nearby bloodied allies gain +1 bonus to attack after you hit

  • Power of Madness (DP) - Bluff, enemies take -1 penalty to attacks after being hit

  • Power of Moon (DP) - Perception, enemies take -2 penalty to the defense targetted after being hit

  • Power of Poison (DP) - Bluff, +2 bonus to damage if you change the damage type to Poison

  • Power of Skill (DP) - +1 to all trained, use as a basic attack

  • Power of Storm (DP) - Intimidate, bonus to damage if you change the damage type to Thunder

  • Radiant Soul (Dr371; Cha 13) - Diplomacy, buffed ally deals extra Radiant damage if target is undead

Sacred Flame (PHB)
  • Ghost Touched (Dr371; Con 13, Int 13) - Religion, grant an ally resist necrotic as another option

Sonnlinor`s Hammer (Dr385) - MBA

Invoker


Astral Wind (PHH)
Avenging Light (PHB2) - RBA
  • Power of Fate (DP) - Insight, +1 to attack

  • Power of Hope (DP) - Diplomacy, +1 bonus to nearby ally's next attack after you hit

  • Power of Life (DP) - Heal, Heal a nearby ally when you hit

  • Power of Strength (DP) - Athletics, bonus to damage

  • Power of Trickery (DP) - Thievery, you or an ally can shift 1 after you hit

  • Power of Vengeance (DP) - Intimidate, enemy takes damage next time it attacks, after you hit

  • Reaper`s Touch (DrA09; Shadar-Kai) - gains melee touch range, usable as MBA

Divine Bolts (PHB2)
  • Power of Arcana (DP) - Arcana, counts as Arcane as well as Divine, +1 to attacks with arcane after using

  • Power of Change (DP) - Thievery, +1 attack with next encounter or daily attack after using

  • Power of Sea (DP) - Athletics, make a save or inflict -2 penalty on hit enemy's next save after you hit

  • Power of Skill (DP) - +1 to all trained, use as a basic attack

  • Power of Tyranny (DP) - Intimidate, enemies gain -2 penalty to saves when targetted

Grasping Shards (PHB2)
  • Power of Creation (DP) - Religion, +1 power bonus to AC for you or nearby ally after hitting

  • Power of Destruction (DP) - Intimidate, bonus damage against unbloodied targets you hit

  • Power of Knowledge (DP) - History, +1 bonus to defenses after you hit

  • Power of Poison (DP) - Bluff, +2 bonus to damage if you change the damage type to Poison

  • Power of Undead (DP) - Religion, +2 bonus to damage if you change the damage type to Necrotic

Hand of Radiance (DP)
  • Power of Moon (DP) - Perception, enemies take -2 penalty to the defense targetted after being hit

  • Power of Winter (DP) - Endurance, +2 bonus to damage if you change the damage type to Cold

Mantle of the Infidel (DP)
  • Power of Civilization (DP) - Diplomacy, +1 damage for each adjacent enemy

  • Power of Justice (DP) - Insight, nearby bloodied allies gain +1 bonus to attack after you hit

  • Power of Torment (DP) - Intimidate, enemies you hit grant CA to your next ally to attack it

Sun Strike (PHB2) - RBA
  • Power of Love (DP) - Diplomacy, forego dealing damage and grant THP to nearby allies when you hit

  • Power of Strife (DP) - Bluff, bonus to damage for each nearby enemy

  • Power of Sun (DP) - Insight, targets gain vulnerability to radiant when hit

  • Power of Wilderness (DP) - Nature, you and adjacent allies ignore difficult terrain after hitting

Vanguard`s Lightning (PHB2)
  • Power of Freedom (DP) - Acrobatics, +2 bonus to next save (you or a nearby ally) after hitting

  • Power of Luck (DP) - Acrobatics, scores crititical hits on 19-20

  • Power of Protection (DP) - Heal, one nearby ally gains bonus to all defenses after you hit

  • Power of Storm (DP) - Intimidate, bonus to damage if you change the damage type to Thunder

Visions of Blood (DP)
  • Power of Darkness (DP) - Stealth, gain concealement against next attack made against you after hitting

  • Power of Death (DP) - Religion, bonus damage against bloodied targets you hit

  • Power of Earth (DP) - Athletics, slow enemies you hit

  • Power of Madness (DP) - Bluff, enemies take -1 penalty to attacks after being hit

  • Power of War (DP) - History, +1 bonus to attacks against unbloodied targets

Paladin


Ardent Strike (DP) - Charging
  • Power of Darkness (DP) - Stealth, gain concealement against next attack made against you after hitting

  • Power of Destruction (DP) - Intimidate, bonus damage against unbloodied targets you hit

  • Power of Strife (DP) - Bluff, bonus to damage for each nearby enemy

  • Power of Torment (DP) - Intimidate, enemies you hit grant CA to your next ally to attack it

Bolstering Strike (PHB)
  • Power of Change (DP) - Thievery, +1 attack with next encounter or daily attack after using

  • Power of Creation (DP) - Religion, +1 power bonus to AC for you or nearby ally after hitting

  • Power of Earth (DP) - Athletics, slow enemies you hit

  • Power of Life (DP) - Heal, Heal a nearby ally when you hit

  • Power of War (DP) - History, +1 bonus to attacks against unbloodied targets

  • Radiant Soul (Dr371; Cha 13) - Diplomacy, save vs a Necrotic effect instead of granting THP

Challenging Strike (PHH)
Enfeebling Strike (PHB)
  • Power of Death (DP) - Religion, bonus damage against bloodied targets you hit

  • Power of Madness (DP) - Bluff, enemies take -1 penalty to attacks after being hit

  • Power of Moon (DP) - Perception, enemies take -2 penalty to the defense targetted after being hit

  • Power of Poison (DP) - Bluff, +2 bonus to damage if you change the damage type to Poison

  • Power of Trickery (DP) - Thievery, you or an ally can shift 1 after you hit

  • Power of Tyranny (DP) - Intimidate, enemies gain -2 penalty to saves when targetted

  • Power of Undead (DP) - Religion, +2 bonus to damage if you change the damage type to Necrotic

  • Power of Winter (DP) - Endurance, +2 bonus to damage if you change the damage type to Cold

  • Raven Queen Devotee (Dr371; Wis 13, Cha 13, Deity: Raven Queen) - Intimidate, undead target grants CA to allies

Forbidding Strike (PHH)
Holy Strike (PHB)
  • Ghost Touched (Dr371; Con 13, Int 13) - Religion, adjacent ally gains damage bonus to undead target

  • Power of Fate (DP) - Insight, +1 to attack

  • Power of Freedom (DP) - Acrobatics, +2 bonus to next save (you or a nearby ally) after hitting

  • Power of Luck (DP) - Acrobatics, scores crititical hits on 19-20

  • Power of Strength (DP) - Athletics, bonus to damage

  • Power of Vengeance (DP) - Intimidate, enemy takes damage next time it attacks, after you hit

  • Undead Hunter (Dr371; Con 13, trained in Religion) - Increase surge value by 1, bonus damage to undead targets

Valiant Strike (PHB)
  • Power of Civilization (DP) - Diplomacy, +1 damage for each adjacent enemy

  • Power of Hope (DP) - Diplomacy, +1 bonus to nearby ally's next attack after you hit

  • Power of Protection (DP) - Heal, one nearby ally gains bonus to all defenses after you hit

  • Power of Skill (DP) - +1 to all trained, use as a basic attack

  • Power of Storm (DP) - Intimidate, bonus to damage if you change the damage type to Thunder

  • Power of Wilderness (DP) - Nature, You and adjacent allies ignore difficult terrain after hitting

  • Shadow Soul (Dr371; Dex 13, Wis 13) - Stealth, gain +1 Will when hitting marked undead

  • Zombie Veteran (Dr371; Str 15) - +2 bonus to escape grabs, bonus to damage for each adjacent undead

Virtuous Strike (DP) - MBA
  • Power of Arcana (DP) - Arcana, counts as Arcane as well as Divine, +1 to attacks with arcane after using

  • Power of Justice (DP) - Insight, nearby bloodied allies gain +1 bonus to attack after you hit

  • Power of Knowledge (DP) - History, +1 bonus to defenses after you hit

  • Power of Love (DP) - Diplomacy, forego dealing damage and grant THP to nearby allies when you hit

  • Power of Sea (DP) - Athletics, make a save or inflict -2 penalty on hit enemy's next save after you hit

  • Power of Sun (DP) - Insight, targets gain vulnerability to radiant when hit

Runepriest


Word of Binding (PHB3)
Word of Diminishment (PHB3)
Word of Exchange (PHB3)
Word of Shielding (PHB3)



Martial Options


Generic Feats


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Heroic


  • Martial Readiness (MP2; any martial) - gain another martial At-Will power that you can swap in after extended rests

  • Unexpected Flourish (Dr385; any martial, Spellscarred) - gain a 1st-level At-Will arcane attack power as an Encounter power





Arena Fighting Feats


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These feats are open to any character that's a member of a martial class and grant differing benefits depending on the At-Will used


  • Arena Specialist (DrA09; Int 13) - Gain benefits with [Fighter(reaping strike), Ranger(circling strike), Rogue(disheartening strike), Warlord(opening shove)]

  • Arkhosian Fighting Style (DrA09; Cha 13 or Dragonborn) - Gain benefits with [Fighter(reaping strike), Rogue(piercing strike), Warlord(commander`s strike)]

  • Battle-Scarred Veteran (DrA09; Con 13) - Gain benefits with [Fighter(crushing surge), Ranger(nimble strike), Rogue(deft strike), Warlord(viper`s strike)]

  • Binding Style (DrA09; Dex 13, Two-Weapon Fighting) - Gain benefits with [Fighter(dual strike), Ranger(twin strike)]

  • Catspaw Style (DrA09; Cha 13) - Gain benefits with [Fighter(footwork lure), Ranger(predator strike), Rogue(sly flourish), Warlord(wolf pack tactics)]

  • Daring Performer (DrA09; Cha 13) - Gain benefits with [Rogue(deft strike), Warlord(brash assault)]

  • Deft Hurler Style (DrA09; Dex 13 or Halfling) - Gain benefits with [Fighter(cleave), Ranger(twin strike), Rogue(sly flourish)]

  • Exotic Fighting Style (DrA09; Superior weapon) - Gain benefits with [Fighter(sure strike), Ranger(twin strike), Rogue(disheartening strike), Warlord(brash assault)]

  • Expert Charioteer (DrA09; Dex 13) - Gain benefits with [Fighter(reaping strike), Ranger(careful attack), Warlord(commander`s strike)]

  • Fluttering Leaf Style (DrA09; Wis 13 or Elf) - Gain benefits with [Fighter(footwork lure), Ranger(hit and run and nimble strike), Rogue(deft strike), Warlord(viper`s strike)]

  • Grudge Style (DrA09; Wis 13 or Dwarf) - Gain benefits with [Fighter(sure strike), Ranger(careful attack), Rogue(riposte strike), Warlord(furious smash)]

  • Hunting Spider Style (DrA09; Dex 13 or Drow) - Gain benefits with [Fighter(dual strike), Ranger(predator strike), Warlord(viper`s strike)]

  • Menacing Brute Style (DrA09; Cha 13 or Con 13) - Gain benefits with [Fighter(brash strike), Ranger(circling strike), Warlord(brash assault)]

  • Mocking Knave Style (DrA09; Cha 13) - Gain benefits with [Fighter(tide of iron), Rogue(sly flourish), Warlord(opening shove)]

  • Nerathi Vanguard Style (DrA09; Con 13 or Human) - Gain benefits with [Fighter(sure strike), Ranger(twin strike), Rogue(riposte strike), Warlord(commander`s strike)]

  • Spear and Shield Style (DrA09; Int 13, shield proficiency) - Gain benefits with [Fighter(tide of iron), Warlord(opening shove)]

  • Spirited Rider (DrA09; Wis 13, Mounted Combat) - Gain benefits with [Fighter(cleave), Warlord(commander`s strike)]

  • Starlight Duelist Style (DrA09; Dex 13 or Eladrin) - Gain benefits with [Fighter(dual strike), Ranger(hit and run), Rogue(riposte strike)]

  • Swift Blade Style (DrA09; Dex 13, Two-Weapon Fighting) - Gain benefits with [Fighter(dual strike), Ranger(twin strike)]

  • Trickster`s Blade Style (DrA09; Cha 13) - Gain benefits with [Fighter(footwork lure), Ranger(nimble strike), Rogue(deft strike), Warlord(viper`s strike)]

  • True Arrow Style (DrA09; Dex 13) - Gain benefits with [Ranger(careful attack), Rogue(sly flourish)]

  • Turathi Assault Style (DrA09; Int 13 or Tiefling) - Gain benefits with [Fighter(crushing surge), Ranger(twin strike), Warlord(furious smash)]

  • Untamed Berserker Style (DrA09; Con 13) - Gain benefits with [Fighter(cleave), Ranger(predator strike), Rogue(disheartening strike), Warlord(brash assault)]

  • Warborn Fury Style (DrA09; Con 13 or Warforged) - Gain benefits with [Fighter(reaping strike), Ranger(nimble strike), Rogue(riposte strike), Warlord(commander`s strike)]

  • Warding Shield Style (DrA09; Int 13, shield proficiency) - Gain benefits with [Fighter(tide of iron), Warlord(opening shove)]




Dark Sun Arena Fighting Feats


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These feats are open to any martial class and grant a +2 feat bonus to one skill (unless noted otherwise) and a specific benefit with certain At-Will powers.  These function like a blend between MP2 Combat Styles and the prexisting Arena Fighting feats.


  • Criterion of Balic Practice (DSCS) - +1 Acrobatics/Athletics, shift 1 (2 if elf) as free that ignores difficult terrain after hitting with [Fighter(cleave), Ranger(careful attack), Rogue(piercing strike), Warlord(viper`s strike)]

  • Draji Palatial Practice (DSCS; trained in Intimidate) - Intimidate, target takes -2 penalty with attack rolls until end of your next turn with [Fighter(sure strike), Ranger(circling strike), Rogue(deft strike), Warlord(furious smash)]

  • Eldaarich Guarded Practice (DSCS) - Insight, you don't grant CA when flanked after hitting with [Fighter(tide of iron), Ranger(marauder`s rush), Rogue(riposte strike), Warlord(wolf pack tactics)]

  • Gulg Hunter Practice (DSCS) - +3 Athletics, ally can shift 1 as opp action after you hit while concealed with [Fighter(footwork lure), Ranger(nimble strike), Rogue(gloaming cut), Warlord(intuitive strike)]

  • Kalidnay Pairs Practice (DSCS) - +1 Perception, ally adjacent to target gain +1 bonus to AC after you hit with [Fighter(brash strike), Ranger(strike and fade), Rogue(preparatory strike), Warlord(furious smash)] --  I'm assuming they mean fading strike and preparatory shot

  • Nibenay`s Glory Practice (DSCS) - Endurance, once/encounter, next attack against target gains CA after you hit with [Fighter(reaping strike), Ranger(slash and sting), Rogue(deft strike), Warlord(brash assault)] --  I've no clue what Ranger power that is...throw and stab, maybe?

  • Raam`s Maw Practice (DSCS) - Athletics, Push target 1 when you hit with [Fighter(threatening rush), Ranger(careful attack), Rogue(piercing strike), Warlord(paint the bull`s eye)]

  • Tyrian Victory Practice (DSCS) - Heal, gain +2 bonus to next saving throw you make before start of next turn after you hit with [Fighter(crushing surge), Ranger(marauder`s rush), Rogue(disheartening strike), Warlord(opening shove)]

  • Urikite Staff Practice (DSCS) - Stealth, next attack to hit target, before end of your next turn, deals 3 extra damage after you hit with [Fighter(grappling strike), Ranger(hit and run), Rogue(riposte strike), Warlord(viper`s strike)]

  • Yaramite Giantslayer Practice (DSCS) - Acrobatics, shift 1 (to square adjacent to target if it is larger than you) as a minor until end of your turn after hitting with [Fighter(dual strike), Ranger(predator`s strike), Rogue(acrobatic assault), Warlord(wolf pack tactics)] -- Once again, I'm assuming they mean predator strike and acrobatic strike (at least these were close)





Combat Styles


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These feats all grant a +2 feat bonus to one skill (unless noted otherwise) and a secondary benefit with specific At-Will powers.  Also note that the ones from Martial Power 2 only work with specific weapons/weapon groups.


  • Adamant Arrow Student (MP2; Greatbow, Longbow) - Perception, push 1 with [Ranger(nimble strike), Warlord(paint the bull`s eye)]

  • Arkhosian Fang Student (MP2; Bastard, Broad, Great) - Endurance, +2 to attack bloodied with [Fighter(footwork lure), Ranger(marauder`s rush), Warlord(wolf pack tactics)]

  • Black Hood Student (MP2; 2h Axe) - Intimidate, +2 damage to slowed, +5 to helpless/immob targets with [Fighter(sure strike), Ranger(marauder`s rush), Warlord(furious smash)]

  • Desert Moon (MP2; High Crit Heavy Blade) - Acrobatics, shift 2 after hitting unbloodied enemy with [Fighter(sure strike), Ranger(careful attack), Warlord(viper`s strike)]

  • Elsir Hammer Student (MP2; 1h Hammer or Pick) - Perception, target Reflex instead of AC with [Fighter(slash and pummel), Ranger(throw and stab), Warlord(brash assault)]

  • Harrowing Swarm Student (MP2; Bow, Crossbow) - Nature, associated powers gain Rattling keyword [Ranger(nimble strike), Rogue(sly flourish), Warlord(paint the bull`s eye)]

  • Hunting Spear Student (MP2; Spear) - Athletics, slow targets of [Fighter(sure strike), Ranger(fading strike), Warlord(opening shove)]

  • Ironstar Student (MP2; Flail, Mace) - Athletics, -2 penalty to attacks of enemies you have CA against and hit with [Fighter(reaping strike), Ranger(marauder`s rush), Warlord(brash assault)]

  • Kulkor Battlearm Student (MP2; Versatile Axe, Hammer or Mace) - Athletics, +2 damage against enemies you have CA against with [Fighter(tide of iron), Ranger(hit and run), Rogue(disheartening strike), Warlord(wolf pack tactics)]

  • Leaf Runner Student (MP2; Hand X-bow, Repeating X-bow, Shortbow, Shuirken, Sling) - Stealth, +1 speed after hitting with [Ranger(nimble strike), Rogue(deft strike), Warlord(paint the bull`s eye)]

  • Longhand Student (MP2; 2h Polearm or Spear) - Intimidate, Push 1 with [Fighter(cleave), Warlord(viper`s strike)]

  • Midnight Blade Student (MP2; Light Blade) - Acrobatics, target Reflex instead of AC with [Fighter(dual strike), Ranger(throw and stab), Rogue(gloaming cut)]

  • Moradin`s Forge Student (MP2; 2h Axe, Hammer or Pick) - Intimidate, targets take -1 to saves when hit with [Fighter(crushing surge), Warlord(furious smash)]

  • Mountain Thunder Student (MP2; 1h Hammer, Flail or Mace) - Endurance, target Fort instead of AC with [Fighter(threatening rush), Ranger(marauder`s rush), Rogue(disheartening strike), Warlord(brash assault)]

  • Nerathan High Blade Student (MP2; Versatile Heavy Blade) - Endurance, +1 damage for each adjacent enemy with [Fighter(threatening rush), Ranger(hit and run), Warlord(viper`s strike)]

  • Ninth Legion Student (MP2; 1h Pick or Spear) - Insight, replace the MBA on opportunity attacks with [Fighter(crushing surge), Warlord(direct the strike)]

  • Ogremight Student (MP2; 2h Hammer or Mace) - Intimidate, -1 to all defenses for enemies hit with [Fighter(brash strike), Warlord(brash assault)]

  • Partisan Polearm Student (MP2; Nonspear Polearm) - History, Prone enemies you critical with [Fighter(sure strike), Warlord(viper`s strike)]

  • Reaving Axe Student (MP2; 1h Axe) - Athletics, unbloodied enemies take CON damage if they more more than 2, after hitting with [Fighter(reaping strike), Ranger(marauder`s rush), Warlord(brash assault)]

  • Red Cloak Student (MP2; Longsword, Rapier, Short Sword) - Acrobatics, gain +1 AC/Reflex if you hit a target granting you CA with [Fighter(footwork lure), Rogue(riposte strike)]

  • Rending Chains Student (MP2; Flail) - Intimidate, Slide 1 when you hit with [Fighter(reaping strike), Ranger(hit and run), Warlord(viper`s strike)]

  • Silent Shot Student (MP2; Shortbow, Crossbow) - Stealth, deal INT damage when hidden and you hit with [Ranger(careful attack), Rogue(gloaming cut)]

  • Steel Vanguard Student (MP2; 2h Heavy Blade) - Athletics, score critical hits on 19-20 with [Fighter(cleave), Warlord(viper`s strike)]





Technique Feats


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These feats are open to any character that's a member of a martial class and grant differing benefits depending on the At-Will used


  • Black Arrow Style (DrA09; trained in Stealth) - Gain benefits with [Ranger(twin strike), Rogue(deft strike)]

  • Bloodhound Style (DrA09) - Gain benefits with [Fighter(tide of iron), Ranger(careful attack and predator strike), Rogue(disheartening strike)]

  • Corellon`s Wrath Style (DrA09; Int 13) - Gain benefits with [Fighter(crushing surge), Ranger(twin strike), Rogue(riposte strike), Warlord(commander`s strike)]

  • Cruel Cut Style (DrA09; Wis 13) - Gain benefits with [Fighter(cleave), Ranger(predator strike), Rogue(riposte strike), Warlord(furious smash)]

  • Executioner`s Style (DrA09; Con 13) - Gain benefits with [Fighter(reaping strike), Ranger(careful attack), Rogue(piercing strike), Warlord(commander`s strike)]

  • Ghostwalker Style (DrA09; trained in Stealth) - Gain benefits with [Ranger(nimble strike), Rogue(deft strike)]

  • Harlequin Style (DrA09; Cha 13) - Gain benefits with [Fighter(brash strike), Ranger(hit and run), Rogue(deft strike), Warlord(brash assault)]

  • Hunting Wolf Style (DrA09) - Gain benefits with [Fighter(crushing surge), Ranger(hit and run), Rogue(deft strike), Warlord(wolf pack tactics)]

  • Impending Doom Style (DrA09; trained in Intimidate) - Gain benefits with [Fighter(cleave), Ranger(twin strike), Rogue(riposte strike), Warlord(brash assault)]

  • Lolthdark Style (DrA09; Drow) - Gain benefits with [Fighter(cleave), Ranger(twin strike), Rogue(disheartening strike), Warlord(wolf pack tactics)]

  • Precision Ambush Style (DrA09) - Gain benefits with [Fighter(footwork lure), Ranger(twin strike), Rogue(disheartening strike), Warlord(opening shove)]

  • Serpent Fang Style (DrA09; trained in Thievery) - Gain benefits with [Fighter(sure strike), Ranger(careful attack), Rogue(deft strike), Warlord(viper`s strike)] - I'm not sure exactly what this feat does, "secondary poison attacks"?

  • Vigilante Justice Style (DrA09) - Gain benefits with [Fighter(brash strike), Ranger(circling strike), Rogue(riposte strike), Warlord(commander`s strike)]




PPs/EDs


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PPs


  • Arcane Battlemeaster (MP2; Warlord) - When you hit with MBA/At-Will Warlord attacks, remove elemental resistance (choice)

  • Chainbinder (MP2; Warlord) - Add brash assault, intuitive strike or wolf pack tactics to the benefit of Rending Chains Student

  • Swordmaster (PHB; Fighter) - Can use fighter At-Wills when charging, conditionally (Note that that the feature specifically limits you to the 4 Fighter At-Will powers in PHB, but it's not unreasonable for a DM to allow other single-target-affecting Fighter At-Wills)





Class At-Will Powers


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Fighter


Brash Strike (MP)


  • Harlequin Style (DrA09; Cha 13) - bonus to defense against target

  • Kalidnay Pairs Practice (DSCS) - +1 Perception, ally adjacent to target gain +1 bonus to AC after you hit

  • Ogremight Student (MP2; 2h Hammer or Mace) - Intimidate, -1 to all defenses for enemies hit

  • Vigilante Justice Style (DrA09) - punish your mark with this power instead of an MBA


Cleave (PHB)


  • Dread Reaper Paragon Path (MP) - Gives Cleave a couple hefty improvements at 16

  • Criterion of Balic Practice (DSCS) - +1 Acrobatics/Athletics, shift 1 (2 if elf) as free that ignores difficult terrain after hitting

  • Cruel Cut Style (DrA09; Wis 13) - deal OGD instead of splash damage

  • Deft Hurler Style (DrA09; Dex 13 or Halfling - make a thrown MBA instead of dealing splash

  • Impending Doom Style (DrA09; trained in Intimidate) - mark any targets you attack

  • Lolthdark Style (DrA09; Drow) - all creatures in cloud of darkness take the splash damage

  • Longhand Student (MP2; 2h Polearm or Spear) - Intimidate, Push 1

  • Spirited Rider (DrA09; Wis 13, Mounted Combat) - use as MBA with mounted charges

  • Steel Vanguard Student (MP2; 2h Heavy Blade) - Athletics, score critical hits on 19-20

  • Untamed Berserker Style (DrA09; Con 13) - gain THP instead of dealing splash damage


Crushing Surge (MP)


  • Battle-Scarred Veteran (DrA09; Con 13) - Gain bonus to attack roll if you have no THP

  • Corellon`s Wrath Style (DrA09; Int 13) - gain extra THP if hitting a demon, orc, drow or spider

  • Hunting Wolf Style (DrA09) - use instead of MBA while charging

  • Moradin`s Forge Student (MP2; 2h Axe, Hammer or Pick) - Intimidate, targets take -1 to saves when hit

  • Ninth Legion Student (MP2; 1h Pick or Spear) - Insight, replace the MBA on opportunity attacks

  • Turathi Assault Style (DrA09; Int 13 or Tiefling) - bonus to Fort when hitting

  • Tyrian Victory Practice (DSCS) - Heal, gain +2 bonus to next saving throw you make before start of next turn after you hit


Dual Strike (MP)


  • Binding Style (DrA09; Dex 13, Two-Weapon Fighting) - immobilize target instead of dealing damage when wielding a spear and a flail

  • Expert Chainfighter (DrA09; Shadar-Kai, spiked chain proficiency) - treat spiked chain as double weapon, shift 1 before, after, or between attacks

  • Hunting Spider Style (DrA09; Dex 13 or Drow) - gain reroll against target that can't see you

  • Midnight Blade Student (MP2; Light Blade) - Acrobatics, target Reflex instead of AC

  • Starlight Duelist Style (DrA09; Dex 13 or Eladrin) - shift 1 if both hit

  • Swift Blade Style (DrA09; Dex 13, Two-Weapon Fighting) - bonus with opp attacks if you hit with both using light blades

  • Yaramite Giantslayer Practice (DSCS) - Acrobatics, shift 1 (to square adjacent to target if it is larger than you) as a minor until end of your turn after hitting


Footwork Lure (MP)


  • Arkhosian Fang Student (MP2; Bastard, Broad, Great) - Endurance, +2 to attack bloodied

  • Catspaw Style (DrA09; Cha 13) - Slide target 1 instead of shifting

  • Fluttering Leaf Style (DrA09; Wis 13 or Elf) - shift 2 instead of 1, must remain adjacent

  • Gulg Hunter Practice (DSCS) - +3 Athletics, ally can shift 1 as opp action after you hit while concealed

  • Precision Ambush Style (DrA09) - use in place of MBA on a charge during surprise round

  • Red Cloak Student (MP2; Longsword, Rapier, Short Sword) - Acrobatics, gain +1 AC/Reflex if you hit a target granting you CA

  • Trickster`s Blade Style (DrA09; Cha 13) - shift 1 before the attack


Grappling Strike (MP2) - Opportunity Attack


  • Urikite Staff Practice (DSCS) - Stealth, next attack to hit target, before end of your next turn, deals 3 extra damage after you hit


Knockdown Assault (PHH) - Charging
Reaping Strike (PHB)


  • Arena Specialist (DrA09; Int 13) - On miss, you can deal damage to target or an enemy adjacent to the target

  • Arkhosian Fighting Style (DrA09; Cha 13 or Dragonborn) - Can use dragon breath as a Free on a miss

  • Executioner`s Style (DrA09; Con 13) - deal damage on a miss against an immob/restrained/stunned/unconscious target

  • Expert Charioteer (DrA09; Dex 13) - bonus damage while in a moving vehicle

  • Ironstar Student (MP2; Flail, Mace) - Athletics, -2 penalty to attacks of enemies you have CA against and hit

  • Nibenay`s Glory Practice (DSCS) - Endurance, once/encounter, next attack against target gains CA after you hit

  • Reaving Axe Student (MP2; 1h Axe) - Athletics, unbloodied enemies take CON damage if they more more than 2, after hitting

  • Rending Chains Style (MP2; Flail) - Intimidate, Slide 1 when you hit

  • Undead Hunter (Dr371; Con 13, trained in Religion) - Increase surge value by 1, damage to adjacent undead on a miss

  • Warborn Fury Style (DrA09; Con 13 or Warforged) - deal damage on miss with 2h weapon


Resolute Shield (Dr382)
Shield Feint (Dr385)
Slash and Pummel (MP2)


  • Elsir Hammer Student (MP2; 1h Hammer or Pick) - Perception, target Reflex instead of AC


Sure Strike (PHB)


  • Black Hood Student (MP2; 2h Axe) - Intimidate, +2 damage to slowed, +5 to helpless/immob targets

  • Desert Moon (MP2; High Crit Heavy Blade) - Acrobatics, shift 2 after hitting unbloodied enemy

  • Draji Palatial Practice (DSCS) - Intimidate, target takes -2 penalty with attack rolls until end of your next turn

  • Exotic Fighting Style (DrA09; Superior weapon) - add prof. bonus to damage w/superior wpn

  • Grudge Style (DrA09; Wis 13 or Dwarf) - deal extra damage if the target hit since your last turn

  • Hunting Spear Style (MP2; Spear) - Athletics, slow targets

  • Nerathi Vanguard Style (DrA09; Con 13 or Human) - bonus to AC if wielding a shield

  • Partisan Polearm Student (MP2; Nonspear Polearm) - History, Prone enemies you critical

  • Serpent Fang Style (DrA09; trained in Thievery) - bonus with poison attacks?

  • Zombie Veteran (Dr371; Str 15) - +2 bonus to escape grabs, deal extra damage to undead if you roll 15+


Threatening Rush (MP2) - Charging


  • Mountain Thunder Student (MP2; 1h Hammer, Flail or Mace) - Endurance, target Fort instead of AC

  • Nerathan High Blade Student (MP2; Versatile Heavy Blade) - Endurance, +1 damage for each adjacent enemy

  • Raam`s Maw Practice (DSCS) - Athletics, Push target 1 when you hit


Tide of Iron (PHB)


  • Bloodhound Style (DrA09) - slow target instead of push

  • Eldaarich Guarded Practice (DSCS) - Insight, you don't grant CA when flanked after hitting

  • Kulkor Battlearm Student (MP2; Versatile Axe, Hammer or Mace) - Athletics, +2 damage against enemies you have CA against

  • Mocking Knave Style (DrA09; Cha 13) - shift 1 and pull ally 1, instead of pushing target

  • Spear and Shield Style (DrA09; Int 13, shield proficiency) - reach +1

  • Warding Shield Style (DrA09; Int 13, shield proficiency) - adjacent ally gains shield bonus


Vicious Offensive (DSCS)
Weapon Master`s Strike (Dr382)
Wicked Strike (Dr379) - MBA

Ranger


Careful Attack (PHB)


  • Bloodhound Style (DrA09) - slow targets if you hit with melee on a creature granting you CA

  • Criterion of Balic Practice (DSCS) - +1 Acrobatics/Athletics, shift 1 (2 if elf) as free that ignores difficult terrain after hitting

  • Desert Moon (MP2; High Crit Heavy Blade) - Acrobatics, shift 2 after hitting unbloodied enemy

  • Executioner`s Style (DrA09; Con 13) - extra damage against an immob/restrained/stunned/unconscious target

  • Expert Charioteer (DrA09; Dex 13) - gain cover against next attack while in a moving vehicle

  • Grudge Style (DrA09; Wis 13 or Dwarf) - deal extra damage if target hit you since your last turn

  • Raam`s Maw Practice (DSCS) - Athletics, Push target 1 when you hit

  • Serpent Fang Style (DrA09; trained in Thievery) - bonus with poison attacks?

  • Silent Shot Student (MP2; Shortbow, Crossbow) - Stealth, deal INT damage when hidden and you hit

  • True Arrow Style (DrA09; Dex 13) - if you miss, make RBA as Free and grant CA to all enemies

  • Undead Hunter (Dr371; Con 13, trained in Religion) - Increase surge value by 1, extra damage to undead affected by your Prime Shot


Circling Strike (MP)


  • Arena Specialist (DrA09; Int 13) - Your beast companion can shift 1 before and after the attack

  • Draji Palatial Practice (DSCS) - Intimidate, target takes -2 penalty with attack rolls until end of your next turn

  • Vigilante Justice Style (DrA09) - extra damage if you or beast were hit since last turn


Fading Strike (MP2) - Opportunity Attack


  • Hunting Spear Style (MP2; Spear) - Athletics, slow targets

  • Kalidnay Pairs Practice (DSCS) - +1 Perception, ally adjacent to target gain +1 bonus to AC after you hit


Hit and Run (PHB)


  • Fluttering Leaf Style (DrA09; Wis 13 or Elf) - move up to speed+2 after attack

  • Harlequin Style (DrA09; Cha 13) - bonus to defenses against opp attacks when moving after hitting target

  • Hunting Wolf Style (DrA09) - don't provoke OAs for first square after hitting

  • Kulkor Battlearm Student (MP2; Versatile Axe, Hammer or Mace) - Athletics, +2 damage against enemies you have CA against

  • Nerathan High Blade Student (MP2; Versatile Heavy Blade) - Endurance, +1 damage for each adjacent enemy

  • Rending Chains Style (MP2; Flail) - Intimidate, Slide 1 when you hit

  • Starlight Duelist Style (DrA09; Dex 13 or Eladrin) - use fey step after attack as Free

  • Urikite Staff Practice (DSCS) - Stealth, next attack to hit target, before end of your next turn, deals 3 extra damage after you hit


Hunter`s Teamwork (PHH)
Marauder`s Rush (MP2) - Charging


  • Arkhosian Fang Student (MP2; Bastard, Broad, Great) - Endurance, +2 to attack bloodied

  • Black Hood Student (MP2; 2h Axe) - Intimidate, +2 damage to slowed, +5 to helpless/immob targets

  • Eldaarich Guarded Practice (DSCS) - Insight, you don't grant CA when flanked after hitting

  • Ironstar Student (MP2; Flail, Mace) - Athletics, -2 penalty to attacks of enemies you have CA against and hit

  • Mountain Thunder Student (MP2; 1h Hammer, Flail or Mace) - Endurance, target Fort instead of AC

  • Reaving Axe Student (MP2; 1h Axe) - Athletics, unbloodied enemies take CON damage if they more more than 2, after hitting

  • Tyrian Victory Practice (DSCS) - Heal, gain +2 bonus to next saving throw you make before start of next turn after you hit


Nimble Strike (PHB)


  • Adamant Arrow Student (MP2; Greatbow, Longbow) - Perception, push 1

  • Battle-Scarred Veteran (DrA09; Con 13) - If you shift then hit, you can also shift 1 after

  • Fluttering Leaf Style (DrA09; Wis 13 or Elf) - gain +2 bonus to the reroll with elven accuracy

  • Ghostwalker Style (DrA09; trained in Stealth) - move 2 instead of shift 1

  • Gulg Hunter Practice (DSCS) - +3 Athletics, ally can shift 1 as opp action after you hit while concealed

  • Harrowing Swarm Student (MP2; Bow, Crossbow) - Nature, power gains Rattling keyword

  • Leaf Runner Student (MP2; Hand X-bow, Repeating X-bow, Shortbow, Shuirken, Sling) - Stealth, +1 speed after hitting

  • Trickster`s Blade Style (DrA09; Cha 13) - if you shift 1, an ally can shift 1

  • Warborn Fury Style (DrA09; Con 13 or Warforged) - shift on target's turn instead of yours


Predator Strike (MP)


  • Bloodhound Style (DrA09) - beast can shift 1 if you have CA

  • Catspaw Style (DrA09; Cha 13) - prone target hit by beast if it has CA

  • Cruel Cut Style (DrA09; Wis 13) - beast can deal OGD

  • Hunting Spider Style (DrA09; Dex 13 or Drow) - shift 1 after, if you and beast are flanking

  • Untamed Berserker Style (DrA09; Con 13) - beast can shift 1 before attack

  • Yaramite Giantslayer Practice (DSCS) - Acrobatics, shift 1 (to square adjacent to target if it is larger than you) as a minor until end of your turn after hitting


Shield of Blades (PHH)
Throw and Stab (MP2)


  • Elsir Hammer Student (MP2; 1h Hammer or Pick) - Perception, target Reflex instead of AC

  • Midnight Blade Student (MP2; Light Blade) - Acrobatics, target Reflex instead of AC

  • Nibenay`s Glory Practice (DSCS) - Endurance, once/encounter, next attack against target gains CA after you hit -- Maybe?  Power name doesn't exist, this is best guess.


Twin Strike (PHB)


  • Binding Style (DrA09; Dex 13, Two-Weapon Fighting) - Slide targets 1 if you hit with a spear and a flail

  • Black Arrow Style (DrA09; trained in Stealth) - remain hidden if you miss

  • Corellon`s Wrath Style (DrA09; Int 13) - extra damage if hitting a demon, orc, drow or spider

  • Deft Hurler Style (DrA09; Dex 13 or Halfling) - shift 1 if you double-miss with light thrown weapons

  • Exotic Fighting Style (DrA09; Superior weapon) - Shift 1 between attacks w/double weapon

  • Expert Chainfighter (DrA09; Shadar-Kai, spiked chain proficiency) - treat spiked chain as double weapon, shift 1 before, between, or after the two attacks

  • Impending Doom Style (DrA09; trained in Intimidate) - one target takes attack penalty if you hit with both attacks

  • Lolthdark Style (DrA09; Drow) - cloud of darkness moves with you

  • Precision Ambush Style (DrA09) - deal extra damage during surprise rounds

  • Swift Blade Style (DrA09; Dex 13, Two-Weapon Fighting) - deal extra when hitting with both using light blades

  • Turathi Assault Style (DrA09; Int 13 or Tiefling) - bonus to 2nd attack if 1st one hits

  • Zombie Veteran (Dr371; Str 15) - +2 bonus to escape grabs, deal extra damage if you hit undead with 2 melee weapons


Warning Shot (Dr383)

Rogue


Aberrant Bane-Strike (Dr389)
Acrobatic Strike (MP2)


  • Yaramite Giantslayer Practice (DSCS) - Acrobatics, shift 1 (to square adjacent to target if it is larger than you) as a minor until end of your turn after hitting


Clever Strike (PHH)
Deft Strike (PHB)


  • Battle-Scarred Veteran (DrA09; Con 13) - reduce damage suffered by OAs the movement causes

  • Black Arrow Style (DrA09; trained in Stealth) - chance to make Stealth check for CA

  • Daring Performer (DrA09; Cha 13) - Bluff target instead of moving 2 before the attack

  • Draji Palatial Practice (DSCS) - Intimidate, target takes -2 penalty with attack rolls until end of your next turn

  • Expert Chainfighter (DrA09; Shadar-Kai, spiked chain proficiency) - move 2 before/after/during attack, usable with spiked chain, treat SA damage as Necrotic

  • Fluttering Leaf Style (DrA09; Wis 13 or Elf) - move 3 before the attack

  • Ghostwalker Style (DrA09; trained in Stealth) - shift 1 after if you don't move before

  • Harlequin Style (DrA09; Cha 13) - move 3 before attack, gain bonus to defenses

  • Hunting Wolf Style (DrA09) - move after attack instead of before

  • Leaf Runner Student (MP2; Hand X-bow, Repeating X-bow, Shortbow, Shuirken, Sling) - Stealth, +1 speed after hitting

  • Nibenay`s Glory Practice (DSCS) - Endurance, once/encounter, next attack against target gains CA after you hit

  • Serpent Fang Style (DrA09; trained in Thievery) - apply weapon poison as Free instead of moving before the attack

  • Trickster`s Blade Style (DrA09; Cha 13) - shift 1 if you crit


Disheartening Strike (MP)


  • Arena Specialist (DrA09; Int 13) - Enemy adjacent to the target takes attack penalty (if trained in Intimidate)

  • Bloodhound Style (DrA09) - slide CA-granting targets 1

  • Exotic Fighting Style (DrA09; Superior weapon) - Push 1 when using superior wpn

  • Kulkor Battlearm Student (MP2; Versatile Axe, Hammer or Mace) - Athletics, +2 damage against enemies you have CA against

  • Lolthdark Style (DrA09; Drow) - all enemies in cloud of darkness suffer Rattling effects

  • Mountain Thunder Student (MP2; 1h Hammer, Flail or Mace) - Endurance, target Fort instead of AC

  • Precision Ambush Style (DrA09) - target grants CA if used during surprise round

  • Tyrian Victory Practice (DSCS) - Heal, gain +2 bonus to next saving throw you make before start of next turn after you hit

  • Untamed Berserker Style (DrA09; Con 13) - Intimidate bonus after hitting


Duelist`s Flurry (Dr381)
Gloaming Cut (MP2)


  • Gulg Hunter Practice (DSCS) - +3 Athletics, ally can shift 1 as opp action after you hit while concealed

  • Midnight Blade Student (MP2; Light Blade) - Acrobatics, target Reflex instead of AC

  • Silent Shot Student (MP2; Shortbow, Crossbow) - Stealth, deal INT damage when hidden and you hit


Palming Strike (Dr389)
Piercing Strike (PHB)


  • Arkhosian Fighting Style (DrA09; Cha 13 or Dragonborn) - target takes AC penalty if you crit

  • Criterion of Balic Practice (DSCS) - +1 Acrobatics/Athletics, shift 1 (2 if elf) as free that ignores difficult terrain after hitting

  • Executioner`s Style (DrA09; Con 13) - extra damage against an immob/restrained/stunned/unconscious target

  • Raam`s Maw Practice (DSCS) - Athletics, Push target 1 when you hit


Preparatory Shot (MP2)


  • Kalidnay Pairs Practice (DSCS) - +1 Perception, ally adjacent to target gain +1 bonus to AC after you hit


Probing Strike (PHH)
Riposte Strike (PHB)


  • Corellon`s Wrath Style (DrA09; Int 13) - extra attack/damage if hitting a demon, orc, drow or spider

  • Cruel Cut Style (DrA09; Wis 13) - deal OGD if the immediate lands

  • Eldaarich Guarded Practice (DSCS) - Insight, you don't grant CA when flanked after hitting

  • Grudge Style (DrA09; Wis 13 or Dwarf) - target takes AC/Ref penalty if you hit with the interrupt

  • Impending Doom Style (DrA09; trained in Intimidate) - target of immediate takes attack penalty

  • Nerathi Vanguard Style (DrA09; Con 13 or Human) - gain AC bonus instead of the interrupt

  • Red Cloak Student (MP2; Longsword, Rapier, Short Sword) - Acrobatics, gain +1 AC/Reflex if you hit a target granting you CA

  • Starlight Duelist Style (DrA09; Dex 13 or Eladrin) - use fey step as your reaction

  • Urikite Staff Practice (DSCS) - Stealth, next attack to hit target, before end of your next turn, deals 3 extra damage after you hit

  • Vigilante Justice Style (DrA09) - immediate is usable if target attacks adjacent ally

  • Warborn Fury Style (DrA09; Con 13 or Warforged) - target takes attack penalty on triggering attack if interrupt hits


Sly Flourish (PHB)


  • Catspaw Style (DrA09; Cha 13) - the next ally to hit the target deals extra damage if you crit

  • Deft Hurler Style (DrA09; Dex 13 or Halfling - use as Free after making enemy miss with second chance

  • Harrowing Swarm Student (MP2; Bow, Crossbow) - Nature, power gains Rattling keyword

  • Mocking Knave Style (DrA09; Cha 13) - target takes attack penalty if you crit

  • True Arrow Style (DrA09; Dex 13) - No long range penalty


Warlord


Brash Assault (MP)


  • Daring Performer (DrA09; Cha 13) - If the enemy crits, your ally does as well

  • Elsir Hammer Student (MP2; 1h Hammer or Pick) - Perception, target Reflex instead of AC

  • Exotic Fighting Style (DrA09; Superior weapon) - target doesn't gain CA if you use a superior wpn

  • Expert Chainfighter (DrA09; Shadar-Kai, spiked chain proficiency) - target takes Necrotic if it hits you

  • Harlequin Style (DrA09; Cha 13) - bonus to defenses against target

  • Impending Doom Style (DrA09; trained in Intimidate) - target of ally's attack takes attack penalty

  • Ironstar Student (MP2; Flail, Mace) - Athletics, -2 penalty to attacks of enemies you have CA against and hit

  • Mountain Thunder Student (MP2; 1h Hammer, Flail or Mace) - Endurance, target Fort instead of AC

  • Nibenay`s Glory Practice (DSCS) - Endurance, once/encounter, next attack against target gains CA after you hit

  • Ogremight Student (MP2; 2h Hammer or Mace) - Intimidate, -1 to all defenses for enemies hit

  • Reaving Axe Student (MP2; 1h Axe) - Athletics, unbloodied enemies take CON damage if they more more than 2, after hitting

  • Untamed Berserker Style (DrA09; Con 13) - gain THP if ally's BA hits


Commander`s Strike (PHB)


  • Arkhosian Fighting Style (DrA09; Cha 13 or Dragonborn) - If the ally hits, you can shift 1

  • Corellon`s Wrath Style (DrA09; Int 13) - ally gains attack bonus if hitting a demon, orc, drow or spider

  • Executioner`s Style (DrA09; Con 13) - ally gains attack bonus against an immob/restrained/stunned/unconscious target

  • Expert Charioteer (DrA09; Dex 13) - ally can shift 1 if you are in a moving vehicle

  • Nerathi Vanguard Style (DrA09; Con 13 or Human) - ally gains shield bonus if you wield a shield

  • Spirited Rider (DrA09; Wis 13, Mounted Combat) - your mount can make the MBA and push 1

  • Undead Hunter (Dr371; Con 13, trained in Religion) - Increase surge value by 1, allies gain +2 bonus to attack undead targets

  • Vigilante Justice Style (DrA09) - if target hit ally last turn, it grants CA to ally for the MBA

  • Warborn Fury Style (DrA09; Con 13 or Warforged) - one ally can shift if granted MBA hits


Direct the Strike (MP2)


  • Ninth Legion Student (MP2; 1h Pick or Spear) - Insight, replace the MBA on opportunity attacks


Furious Smash (PHB)


  • Black Hood Student (MP2; 2h Axe) - Intimidate, +2 damage to slowed, +5 to helpless/immob targets

  • Cruel Cut Style (DrA09; Wis 13) - deal OGD if ally hits

  • Draji Palatial Practice (DSCS) - Intimidate, target takes -2 penalty with attack rolls until end of your next turn

  • Grudge Style (DrA09; Wis 13 or Dwarf) - bonus to attack if target hit you since your last turn

  • Kalidnay Pairs Practice (DSCS) - +1 Perception, ally adjacent to target gain +1 bonus to AC after you hit

  • Moradin`s Forge Student (MP2; 2h Axe, Hammer or Pick) - Intimidate, targets take -1 to saves when hit

  • Turathi Assault Style (DrA09; Int 13 or Tiefling) - on crits, targets take extra damage and grant CA


Inevitable Wave (PHH) - Charging
Intuitive Strike (MP2)


  • Gulg Hunter Practice (DSCS) - +3 Athletics, ally can shift 1 as opp action after you hit while concealed


Opening Shove (MP)


  • Arena Specialist (DrA09; Int 13) - If the ally shifts adjacent to you or the target, they gain a bonus to AC

  • Hunting Spear Style (MP2; Spear) - Athletics, slow targets

  • Mocking Knave Style (DrA09; Cha 13) - ally can push 1 when landing a crit

  • Precision Ambush Style (DrA09) - use in place of MBA on charges during surprise rounds

  • Spear and Shield Style (DrA09; Int 13, shield proficiency) - shift into square target vacates

  • Tyrian Victory Practice (DSCS) - Heal, gain +2 bonus to next saving throw you make before start of next turn after you hit

  • Warding Shield Style (DrA09; Int 13, shield proficiency) - use shield bonus as a feat bonus to attack


Paint the Bull`s Eye (MP2)


  • Adamant Arrow Student (MP2; Greatbow, Longbow) - Perception, push 1

  • Harrowing Swarm Student (MP2; Bow, Crossbow) - Nature, power gains Rattling keyword

  • Leaf Runner Student (MP2; Hand X-bow, Repeating X-bow, Shortbow, Shuirken, Sling) - Stealth, +1 speed after hitting

  • Raam`s Maw Practice (DSCS) - Athletics, Push target 1 when you hit


Risky Shot (MP2)
Rousing Assault (PHH)
Viper`s Strike (PHB)


  • Battle-Scarred Veteran (DrA09; Con 13) - ally deals extra damage if target provokes an OA

  • Criterion of Balic Practice (DSCS) - +1 Acrobatics/Athletics, shift 1 (2 if elf) as free that ignores difficult terrain after hitting

  • Desert Moon (MP2; High Crit Heavy Blade) - Acrobatics, shift 2 after hitting unbloodied enemy

  • Fluttering Leaf Style (DrA09; Wis 13 or Elf) - shift 1 if the target shifts

  • Hunting Spider Style (DrA09; Dex 13 or Drow) - if target shifts and ally hits, target grants CA

  • Longhand Style (MP2; 2h Polearm or Spear) - Intimidate, Push 1

  • Nerathan High Blade Student (MP2; Versatile Heavy Blade) - Endurance, +1 damage for each adjacent enemy

  • Partisan Polearm Student (MP2; Nonspear Polearm) - History, Prone enemies you critical

  • Rending Chains Style (MP2; Flail) - Intimidate, Slide 1 when you hit

  • Serpent Fang Style (DrA09; trained in Thievery) - target grants CA if it shifts and is suffering a Poison effect

  • Steel Vanguard Student (MP2; 2h Heavy Blade) - Athletics, score critical hits on 19-20

  • Trickster`s Blade Style (DrA09; Cha 13) - adjacent ally can shift 1 if you hit enemy granting you CA

  • Urikite Staff Practice (DSCS) - Stealth, next attack to hit target, before end of your next turn, deals 3 extra damage after you hit


Wolf Pack Tactics (PHB)


  • Arkhosian Fang Student (MP2; Bastard, Broad, Great) - Endurance, +2 to attack bloodied

  • Catspaw Style (DrA09; Cha 13) - an ally can shift if you crit

  • Eldaarich Guarded Practice (DSCS) - Insight, you don't grant CA when flanked after hitting

  • Hunting Wolf Style (DrA09) - ally can be 2 squares away, instead of adjacent

  • Kulkor Battlearm Student (MP2; Versatile Axe, Hammer or Mace) - Athletics, +2 damage against enemies you have CA against

  • Lolthdark Style (DrA09; Drow) - ally is immune to cloud of darkness if you and target are inside the effect

  • Yaramite Giantslayer Practice (DSCS) - Acrobatics, shift 1 (to square adjacent to target if it is larger than you) as a minor until end of your turn after hitting

  • Zombie Veteran (Dr371; Str 15) - +2 bonus to escape grabs, adjacent ally can shift if target is undead





Other Class Powers


Show

Stances


  • Force the Battle (PHB; Fighter Daily 29) - Deal extra 1[W] with Fighter At-Will powers and hit opponents with an At-Will that starts its turn next you

  • Goad of Blood (Dr381; Fighter Daily 25) - Use melee At-Will powers instead of MBAs

  • Martial Supremacy (Dr382; Fighter Encounter 22 Utility) - double roll attacks with fighter At-Wills or weapon BAs

  • Reaching Blade (Dr381; Rogue Daily 25) - when nearby allies hit with opportunity attacks, you can shift and use an At-Will against the same target




Primal Options

PPs/EDs


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PPs
  • Ancestral Weapon (PrP; Barbarian) - Can use a melee At-Will in place of the MBA for rampage

  • Building Thunder (PrP; Barbarian) - 20d Rage power deals 1[W] to all nearby enemies when you hit with an At-Will

  • Calm Fury (PrP; Barbarian) - 20d Rage power grants THP when you hit with an At-Will

  • Dragonfoe Ragespell (Dr379; Barbarian, Sorcerer) - Improved damage/critical range with Sorcerer At-Wills while raging

  • Earth Shaker (PrP; Warden) - At-Will Warden powers target Fort or AC




Class At-Will Powers


Show

Barbarian


Devastating Strike (PHB2)
Foe to Foe (PHH)
Howl of Fury (PrP)
Howling Strike (PHB2) - Charging
Pressing Strike (PHB2)
Recuperating Strike (PHB2)
Savage Reach (Dr384)
Whirling Rend (PrP)

Druid


Call of the Beast (PHB2)
Chill Wind (PHB2)
Fire Hawk (PrP)
Flame Seed (PHB2)
Grasping Claws (PHB2) - MBA
Grasping Tide (PHH)
Pounce (PHB2) - Charging
Savage Rend (PHB2) - MBA
Storm Spike (PHB2)
Swarming Locusts (PrP)
Thorn Whip (PHB2)

Seeker


Biting Swarm (PHB3) - RBA
Elemental Spirits (PHB3)
Grappling Spirits (PHB3) - RBA
Guardian Harrier (PHB3) - RBA
Thorn Cloud Shot (PHB3)

Shaman


Claws of the Eagle (PrP)
Defending Strike (PHB2)
Haunting Spirits (PHB2)
Protecting Strike (PHB2)
Spirit Infusion (DSCS)
Spirit of the Tempest (PrP)
Stalker`s Strike (PHB2)
Voice of Battle (PrP)
Watcher`s Strike (PHB2)
Wrath of Winter (PHB2)

Warden


Earth Shield Strike (PHB2)
Resilience of Life (PrP)
Strength of Stone (PHB2
Tempest Assault (PrP)
Thorn Strike (PHB2)
Warden`s Lunge (Dr379) - Charging
Weight of Earth (PHB2)


Other Class Powers


Show

Barbarian Rages

  • Tiger`s Claw Rage (PrP; Daily 5) - Deal 1[W] to targets you miss with melee At-Wills

  • Circle of Blood Rage (PrP; Daily 25) - Deal extra damage with Barbarian At-Wills

Barbarian Stances

  • Heart Strke (PHB2; Barbarian Daily 10 Utility) - At-Wills deal extra CHA damage

Shaman Spirit Transformations

  • Enraged Spirit (Dr387; Daily 9) - gain an At-Will Implement attack while Spirit remains

  • Spirit of Destruction (Dr387; Daily 25) - gain an At-Will Implement attack while Spirit remains

Warden Forms

  • Form of the Fearsome Ram (PHB2; Daily 1) - At-Wills attacks Push 1





Psionic Options

PPs/EDs


Show

PPs

  • Cerulean Adept (PHB3; Psion) - on AP can spend an At-Will with 1 aug and not pay the PP cost




Class 1st-Level At-Will Powers


Show

Ardent


Demoralizing Strike (PHB3)
Energizing Strike (PHB3)
Focusing Strike (PHB3)
Impetuous Ruin (PsP)
Ire Strike (PHB3)
Karmic Bond (PsP)
Part the Fog (PsP)
Psionic Shield (PHB3)
Wave of Fatigue (PsP)

Battlemind


Bull`s Strength (PHB3)
Concussive Spike (DSCS)
Demon Dance (PHB3)
Iron Fist (PHB3)
Twisted Eye (PHB3)
Whirling Defense (PHB3)

Monk


Crane`s Wings (PHB3)
Dancing Cobra (PHB3)
Dragon`s Tail (PHB3)
Fallen Needle (Dr389)
Five Storms (PHB3)
Lion`s Den (PsP)
Steel Wind (PsP)

Psion


Dimensional Scramble (PsP)
Dishearten (PHB3)
Force Punch (PHB3)
Force Shard (PsP)
Kinetic Trawl (PHB3) - RBA
Memory Hole (PHB3)
Mind Lock (PsP)
Mind Thrust (PHB3) - RBA
Static Mote (PsP)


** Yes, I know that Psionics get At-Will powers every 'encounter' level, those are unlisted at the moment, haven't decided how (or if) I want to integrate them yet.
Shadow Options

Class Powers


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Assassin


Executioner`s Noose (Dr379)
Inescapable Blade (Dr379)
Leaping Shade (Dr379)
Shadow Storm (Dr379)
Basic Attack Options

MBAs

RBAs

Chargers



Coming ....whenever I get motivated enough
Misc #1
Misc #2




Feel free to comment
Good work dielz ^^

And don't ignore warlocks!

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

How about a section on basic attack optimization? With the feats from MP2 and PHB3 to boost basic attacks with specific weapons, basic attacks have obsoleted certain at-wills for some builds (such as the non-daggermaster rogue's Piercing Strike).
My blog about 4e rules and news: Square Fireballs The Magic Item Reset: A standalone set of items for 4E
Not sure if you're looking for suggestions, but here's some tricks I'm aware of.  I've noted the tier of the feats for better understanding.

Avenger:
Overwhelming Strike + Power of Skill (H): A pretty basic combo that makes Melee Training (Wisdom) less appealing to Avengers (one of the few classes that might want it) who still lack any Wis-based melee basic attacks.

Fighter:
Tide of Iron + Hindering Shield (H)/Bloodhound Style (H) + Overwhelming Impact (E): Changes the push to a slow, and the the slow to a daze.  HS requires a shield, but so does ToI.  BS only works with ToI, but still works against opponents who cannot be pushed.  OI requires you use a hammer.

Brash Strike + Uncanny Dodge (P)/Ubiquitous Shield (P): Negates the majority of the drawback to Brash Strike, making it amazing against everything other than sneak attackers.  UD requires Wis 15+, US merely requires that you use a shield.

Warlord:
Brash Assault + Harlequin Style (H): IMO this makes Brash Assault one of the best single-target at-wills in the game.  A +4 to +9 to all defenses as long as you keep hitting is ridiculously good.  The benefit to a Fighter's Brash Strike is the same, but given that Charisma is #5 in importance to most fighters behind Str, Con, Wis, and Dex, it's not nearly as good.

Most Arcane:
Any arcane burst or blast at-will + Arcane Admixture (Thunder) (P) + Resounding Thunder (P) + Echoes of Thunder (H): Changes Sword Burst from Burst 1 to Burst 2, Thunderwave from Blast 3 to Blast 4, etc.  This one is fairly well-known.
Few people can see genius in someone who has offended them. -- Robertson Davies
Sorcerer Acid Orb, Dragonfrost are Ranged Basic Attacks.  So the usual applies to them.  I second the recommendation for a RBA section.

Winter cheese applies to almost all at-wills.

Draconic Arrogance works with Dragonfrost for more STR_mod damage.

My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509 My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
I've gotten pretty much every swordburst, and most thunderwave boosters in my sig.

I don't know if your doing combo's, but  Viper Strike + Trow & Stab + Beastmaster makes a pretty slick option.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Something to add for Psionic:
Since they are all about at-Wills of different levels, Heavy Blade Opportunity lets Psionic PCs use high-level abilities that they can augment on OAs.  Glaive-using Battleminds in particular can do some amazing things by throwing down Brutal Barrage on OAs...
Anything that can "count as" a melee basic attack can then be augmented by those nice feats in MP2 (target Ref (Spear, light blade), slide 1(flail), gain the rattling keyword (hammers), target Fort (pick), gain High Crit (heavy blade)), benefits from the cheaper "Bracers of Mighty Striking", and, of course, can be used in a charge or other granted attack.

Overwhelming Strike + Deft Draw = nearly constant CA

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

I hadn't really planned to do anything for Basic Attacks or Combos -- the former being a large task that would require it's own series of posts, and the latter best covered in class-based handbooks.

As posted in the opening topic, this is primarily about organizing the 100+ domain/style/heritage/etc feats based on the At-Will powers that get boosted.

I will note which powers are RBA, MBA and Charging, but I don't have plans at this time to go in-depth with it.

With that said, I may use my 2 Misc posts to cover some basics of those 2 topics, but don't expect in-depth coverage.
Ah, I see. I have made a couple of guides for weapon style and domain feats, in case you find them useful. I guess you won't care much for the compendium links, but there are also lists of associated feats for each at-will, which are a pain to write.
My blog about 4e rules and news: Square Fireballs The Magic Item Reset: A standalone set of items for 4E
I believe that HBO on psionic at-will powers is explicitly unaugmented powers.
You could add in the Impending Victory feat from the PHB3.  +1 to at-will attack rolls against a bloodied enemy.
Accadamy Master is definatly worth a mention.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

A picture for the thread:

A Will To Wax Moustaches
The Great Gray Skwid Humblest Mollusk on the Net

Does any1 know of a more effective way of upping the to hit of a sorcerer? currently lv 2 Cosmic and have arcane spellfury and implement expertise with plans of Rising spellfury at lv 4.
Note: i use mainly at-wills

Maybe you should mention things other players can do to optimize your at-wills. The only thing I can think of offhand is a bard's Arrow of Warning (Daily 1) interrupt which deals damage and on a hit allows the targeted ally the chance to attack with an at-will attack.

Oh, neat. A guide for at-will optimization. Good idea.

Also, if one intends to actually play such a character, I think it may be wise to look into whether or not it is possible to function as a hybrid class. You'd want your other half to be a class that uses a lot of off-turn attacks for encounters and dailies, e.g. the Warlord or Ranger. That way you can spam that suped-up at-will and still use your encounter and daily powers.

I'll post here my hocked-up-on-awesome wizard. The name of the game is Winged Horde. I'll have the elements of importance bolded, too.


====== Created Using Wizards of the Coast D&D Character Builder ======
Winged Horde Master, level 30
Genasi, Warlord|Wizard, Academy Master, Demigod
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Student of the Sword: Student of Two-Handed Weapons
Arcane Implement Proficiency: Arcane Implement Proficiency (light blade group)
Arcane Admixture Damage Type: Arcane Admixture Thunder
Divine Spark: Divine Spark Intelligence
Divine Spark: Divine Spark Strength
Elemental Manifestation: Stormsoul
Arcane Admixture Power: Winged Horde
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)


FINAL ABILITY SCORES
Str 28, Con 12, Dex 14, Int 28, Wis 14, Cha 10.


STARTING ABILITY SCORES
Str 16, Con 10, Dex 12, Int 16, Wis 12, Cha 8.



AC: 41 Fort: 44 Reflex: 42 Will: 42
HP: 155 Surges: 7 Surge Value: 38


TRAINED SKILLS
Nature +24, Athletics +29, Arcana +35, Endurance +23


UNTRAINED SKILLS
Acrobatics +17, Bluff +15, Diplomacy +15, Dungeoneering +17, Heal +17, History +28, Insight +17, Intimidate +15, Perception +17, Religion +28, Stealth +17, Streetwise +15, Thievery +17


FEATS
Level 1: Elemental Empowerment
Level 2: Versatile Expertise
Level 4: Coordinated Explosion
Level 6: Student of the Sword
Level 8: Weapon Focus (Staff)
Level 10: Arcane Implement Proficiency
Level 11: Arcane Admixture
Level 12: Dual Implement Spellcaster
Level 14: Enlarge Spell
Level 16: Mark of Storm
Level 18: Psychic Lock
Level 20: Resounding Thunder
Level 21: Destructive Wizardry
Level 22: Hindering Shield
Level 24: Superior Implement Training (Quickbeam staff)
Level 26: Epic Will
Level 28: Robust Defenses
Level 30: Fight On


POWERS
Hybrid at-will 1: Scorching Burst (retrained to Winged Horde at Level 11)
Hybrid at-will 1: Commander's Strike
Hybrid encounter 1: Overwhelming Force Trap
Hybrid daily 1: Sleep
Hybrid utility 2: Shield
Hybrid encounter 3: Hypnotic Pattern
Hybrid daily 5: Scent of Victory
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Friendly Fire
Hybrid daily 9: Awakened Wrath
Hybrid utility 10: Tactical Orders
Hybrid encounter 13: Blade Burst Trap (replaces Overwhelming Force Trap)
Hybrid daily 15: Ball Lightning (replaces Sleep)
Hybrid utility 16: Dimension Switch
Hybrid encounter 17: Thunderous Transformation (replaces Hypnotic Pattern)
Hybrid daily 19: Exhorted Counterattack (replaces Scent of Victory)
Hybrid utility 22: Time Stop
Hybrid encounter 23: Critical Misfire (replaces Friendly Fire)
Hybrid daily 25: Warlord's Resurgence (replaces Awakened Wrath)
Hybrid encounter 27: A Plan Comes Together (replaces Blade Burst Trap)
Hybrid daily 29: Visions of Wrath (replaces Ball Lightning)


ITEMS
Adventurer's Kit, Shimmering Mindpatterned Armor +6, Quickbeam staff of Ruin +6, Challenge-Seeking Spiked shield +6, Amulet of Protection +6, Opal Ring of Remembrance (epic tier), Waistband of the Grappler (paragon tier)
RITUALS
Endure Elements, Enhance Vessel, Summon Winds, Water Walk
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



With Enlarge Spell, Waistband of the Grappler, Destructive Wizardry and Coordinated Explosion all in effect, this is what the power looks like.











Winged HordeWizard Attack 1
A horde of flesh-devouring sprites appear in your foes’ minds. They shriek in fear and swat at this menace, leaving them unable to react to your allies’ maneuvers.
At-Will ♦ Arcane, Implement, Psychic, Thunder
Standard Action - Area burst 3 in 10
Target: all enemies in burst.
Attack: +34 vs. Will
Hit: 2d6 +46 psychic and thunder damage, and the target slides 2 squares, takes a –2 penalty to attack rolls, is slowed, and cannot take opportunity actions until the end of your next turn.

When the builder updates and if that new feat in the Channel Divinity: Erathis article remains effective, I think I'll add that to the list as a consideration. Combat Advantage all the time is a possibility there.
I don't use emoticons, and I'm also pretty pleasant. So if I say something that's rude or insulting, it's probably a joke.
This might have slipped by:
The Shaman paragon path Spirit Tempest's 16th level feature allows you to attack with your at-wills with automatic CA.

I love the idea of the guide since (certainly at lower lvls) you will use your at wills a lot.

2 powers you missed making green: druids savage rend and grasping claws (pounce is a MBA on charges only, if you wish to mentoin that).

Kamikazegerbil wrote: Coke Spill Level 1 Encounter Attack Power Trigger: You must be pouring yourself a drink Range: Close Blast 1D10 from Player Target: All creatures and objects within blast Attack: Any vs. Reflex Hit: 1d6 Fizzy damage and target is wet (save ends) Aftereffect: Target is sticky (save ends)
For a little added complexity, the Warlock At Will,  Eyes of the Vestige gains all sorts of extra effects or damage depending on the warlock's current active vestige.
Guide completed to the extent of my original intent (and thru Dr387/PHB3)

As a nod to requests, I will include some RBA/MBA/Charge items, but they won't be all inclusive.  I won't get to this for a week or two, however, due to RL priorities.
Please could you update

Dragonfoe Ragespell (Dr379; Barbarian, Sorcerer) - Improved damage/critical range with Sorcerer At-Wills while raging

could you change it to read

Dragonfoe Ragespell (Dr379; Barbarian, Sorcerer) - Improved damage/critical range with Sorcerer At-Wills while raging. Cast a Sorcerer @Will when you crit.

This is can be a huge effect  see Megan Darkwood (community.wizards.com/go/thread/view/758...)
I like the idea of your guide. And so far it's a nice collection of info. It would be so awesome if you colorcoded the options /w the standard rating colors. Thumbs up!

Cutthroat Novice is a pretty good feat, it lets you use an at-will as an immediate interrupt once per encounter.

I like the idea of your guide. And so far it's a nice collection of info. It would be so awesome if you colorcoded the options /w the standard rating colors.
Thumbs up!



This isn't a handbook, it's a guide.  It presents options, not ratings.  I barely know 2 classes well enough to rate things, much less every class in the game.  I use green for the items of interest, just as I did in my Elemental Guide, intentionally shying away from the standard board colors.
I really digg the Nietzsche theme!
Magic Item:

 Master's Blade from AV2 comes in Heavy and Light Blade gives +1 to MBAs and At Wills while a stance power is going on


M.
There are a few more half-elf feats such as the Martial Dabbler in MP2 or the ones in the article that I wrote. Were they left out for a reason?
There are a few more half-elf feats such as the Martial Dabbler in MP2 or the ones in the article that I wrote. Were they left out for a reason?



Actually, I had more in than really fit the criteria, I scaled it back to the only one that creates a "true" At-Will...I acknowledge that there are many ways to tweak Dilettante, but none of them really apply to what I was gathering.
A close reading of the dragonborn pp Honorable Blade reveal a possible problem. As a free action you can add the dragon breath type of damage to all damage dealt with your melee weapon. I know monk get weapons as implements however the wording would seem to indicate only melee monk powers get the dragon breath types. The damage dealt by Five Storms is not melee even though it use a melee weapon.
By RAW, damage dealt by Five Storms is dealt by your weapon, which is a melee weapon, and therefore it is dealt by your melee weapon.