Feats
Feats
Martyrdom is the only way for a man to become famous if he has no ability (George Bernard Shaw, The Devil’ **s Disciple)}
Feats are peculiar abilities, the result of training or special gifts. Feats always have a practical effect.
Feats constitute a good part of what the character can do; they should be chosen with attention and care. It is by choosing Feats that the character’ **s style and ability are established, whether you want them to be more of a warrior or mage or healer… or any combination and uniqueness.
At first level, you take two Feats. Subsequently, you take one Feat at levels 2, 3, 4, 5, 6, 7, 9, 10, 12, 13, 15, 16, 18, 20. This can be a Feat you already know or a new Feat learned during adventures.
Requirements may be indicated under the name of the Feat; in this case, they must be respected to take the Feat in question. Any subsequent requirements are indicated case by case.
Don’ **t choose Feats based on power, strength, or combination with others, but because they align with the character’ **s story. Choosing a hodgepodge of Feats just because they are strong doesn’ **t make a character powerful but unbalanced; don’ **t be a power-player at all costs.
Feats must be chosen based on the character’ **s evolutionary path, based on what they’ **ve experienced and learned during adventures.
It is possible to change a chosen Feat, still respecting the requirements, by retraining for at least one week for 4 hours a day with someone who has the new Feat.
The capabilities provided by Feats, unless described otherwise, are cumulative, or if it’ **s the same bonus, the greater one applies. Unless explicitly stated, a Feat cannot be taken multiple times.
Saving Throws and Feats
Each Feat, unless otherwise indicated, grants bonuses to Saving Throws that stack with each other, even when taking the same Feat multiple times.
When you choose a Feat, also pay attention to which Saving Throws it increases!
Ability Scores and Feats
Each Feat has a note like Ability Score with one or more Ability Scores listed next to it. On your character sheet, mark which Ability Score, just 1, you decide to enhance with that Feat so that every 4 enhancements to the same Ability Score, you can increase the score by 1, within the limit of 4 + racial modifiers, for that Ability Score.
Adding new Feats
This list can never be exhaustive given the players’ ** imagination! However, try to understand if what the player wants is a Feat or Skill, having a capability or knowing how to do something particular. Evaluate the prerequisites and advantages it grants carefully, always try to be balanced, or rather grant advantages in tiers, that is, by taking the Feat multiple times.
Remember to also mark the bonuses related to Saving Throws. Typically, a concrete and practical Feat grants a bonus of +3 divided between 2 Saving Throws, a more generic Feat grants 2 points to be divided between one or two Saving Throws.
List of Feats
Accelerated Healing
Requirement: | Constitution 0 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Constitution |
Your natural healing processes are extremely efficient. The abilities stack.
The first time you take this Feat, after a night’ **s rest you recover 1d6 additional Hit Points.
The second time, requirement Constitution 1, that you take this Feat, at the end of each of your rounds you reduce the Bleeding condition by 1.
The third time, requirement Constitution 2, that you take this Feat, after a night’ **s rest you recover double the Hit Points.
Animalia
Requirement: | Follower or Devotee of Efrem or Shayalia, Magic Proficiency 2. |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Ability modifier for spells |
You gain the ability to transform into a known creature. Cost 2 Actions.
Your healing spells also work on Animals and Plants, both normal and magical.
The first time you take this Feat, you can transform into a creature with these characteristics:
Creature Type: Beasts
Abilities: Physical abilities, Defense, Saving Throws, and attack forms are those of the animal.
Spells: You cannot cast spells in the new form.
Equipment: See basic rules for transformation.
The second time you take this Feat, you can also transform into a creature with these characteristics:
Requirement: Magic Proficiency 4
Creature Type: Plants and Oozes
Abilities: The character chooses whether physical Abilities, Defense, Saving Throws are their own or the animal’ **s.
Spells: You cannot cast spells in the new form
Equipment: Magical equipment has no effect. Armor and Shields apply their magical bonus to the creature’ **s Defense. Magical abilities of items cannot be activated.
The third time you take this Feat, you can also transform into a creature with these characteristics:
Requirement: Magic Proficiency 10
Creature Type: Elementals
Abilities: The character chooses whether physical Abilities, Defense, Saving Throws are their own or the animal’ **s.
Spells: You can cast spells in the new form as long as they have only Verbal components
Equipment: Magical equipment continues to have effect if possible. Armor and Shields apply their magical bonus to the creature’ **s Defense, and magical abilities of items cannot be activated.
The fourth time you take this Feat, you can also transform into a creature with these characteristics:
Requirement: Magic Proficiency 16
Creature Type: Monstrosities
Abilities: The character chooses whether physical Abilities, Defense, Saving Throws are their own or the animal’ **s. Hit Points remain those of the character.
Spells: You can cast spells in the new form as long as they have only Verbal and Somatic components
Equipment: Magical equipment continues to have effect if possible. Armor and Shields apply their magical bonus to the creature’ **s Defense, and any magical abilities can be activated.
Basic rules for transformationEquipment is absorbed into the new form and cannot be used. Magical equipment may function and be used as indicated.
The creature you transform into must have a Challenge Rating within a third of your Magic Proficiency score + the number of times you have taken the Animalia Feat.
Hit Points remain the current ones of the character. The size of the creature you transform into must be within your size $\pm 1$ for every 2 times you have taken this Feat.
You can remain transformed for 1 minute per sum of Traits in common with your Patron or per point in Magic Proficiency, with a minimum use of 1 minute.
It costs 2 Actions to change form, and before changing from one form to another, you must return to your normal form.
The character retains their Traits, personality, Feats (but the new form may not allow them to use them) and mental characteristics.
If the creature possesses a skill that the character also possesses and the creature’ **s bonus is higher than the character’ **s, then use the creature’ **s bonus instead of your own. If the creature possesses additional actions or lair actions, the character cannot use them.
Any action that requires hands is limited to the capabilities of your new form. The transformation does not interrupt the character’ **s concentration on a spell they have already cast and does not prevent them from performing actions that are part of an already cast spell, such as Call Lightning.
Attack forms are always those of the creature.
From the new form, you acquire characteristics and abilities, such as senses, movement, languages (but you may not be able to speak languages other than that of the animal).
When you are transformed, you can channel your Magic Points to improve the transformation; for each Magic Point used, you get a +1 to Attack Roll, damage with attacks, Defense, and Saving Throws. This ability must be declared at the beginning of the round as an Immediate Action that lasts until the beginning of your next round. You cannot use more Magic Points at once than the number of times you have taken the Animalia Feat.
Archer on sauromount
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +1 Reflex, +1 Fortitude |
Ability Score: | Dexterity or Wisdom |
The penalty for shooting arrows from a sauromount decreases by 2 each time you take this Feat.
The standard penalties are -4 and -6 depending on whether you trot (movement x2) or gallop (movement x3)
Armed
Requirement: | Strength 3, Weapon Proficiency 1 |
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Sav. Throws: | +2 Fortitude |
Ability Score: | Strength or Constitution |
The first time you take this Feat, when you use a weapon that is too large for your size, the attack penalty becomes -2.
The second time you take this Feat, requirement Weapon Proficiency 6, you have no penalty when using a weapon one size larger than your own.
Armor of the Devoted
Requirement: | Single Trait value in common with Patron 4, being a Devotee or Follower |
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Sav. Throws: | +2 Will, +1 Reflex |
Ability Score: | Constitution or Ability modifier for spells |
The first time you take this Ability, constant training with your armor reduces the Magic Check penalty by 2 when wearing light armor.
The second time you take this Ability, single Trait 6 requirement, you reduce the Magic Check penalty by 4 when wearing medium armor.
The third time you take this Ability, single Trait 8 requirement, wearing light armor doesn’ **t require you to make Magic Checks, you reduce the penalty for medium armor by 6 and reduce the penalty for heavy armor by 8.
The fourth time you take this Ability, single Trait 12 requirement, Magic Checks for wearing armor are only mandatory if you wear heavy armor and you reduce the penalty by 12.
Armor of the Enchanted Mountain
Requirement: | Empty Fist weapon list 1, Weapon Proficiency 1, Constitution 2, Wisdom 1 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Constitution or Wisdom |
Constant training in spirit and body allows you to harden your skin and make it more difficult to wound. To benefit from these bonuses, you must not wear armor or shields or items that improve Defense. The listed capabilities do not stack with the Silver Crane Feat.
The first time you take this Feat, your Defense is 10 + Constitution + 1/3 of points in Empty Fist + various and possible.
The second time you take this Feat, requirement Empty Fist 5, you acquire damage reduction (DR) of 1/-
The third time you take this Feat, requirement Empty Fist 7, you automatically reduce Bleeding by 1 at the end of the round.
The fourth time you take this Feat, requirement Empty Fist 8, you acquire damage reduction (DR) of 3/-
The fifth time you take this Feat, requirement Empty Fist 13, you acquire damage reduction (DR) of 5/-
Arrow Called, Arrow Delivered
Requirement: | Weapon Proficiency 2 |
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Sav. Throws: | +2 Reflex |
Ability Score: | Dexterity or Intelligence |
It’ **s just a matter of a moment before you light up!
You can shoot 1 arrow/bolt, once per day, as a Reaction, without penalties to hit given by multiple attacks.
The bow/crossbow must already be in hand.
Black Siphon
Requirement: | Magic proficiency 6, Follower or Devotee of Tazher, 6 common Trait points |
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Sav. Throws: | +1 Fortitude, +2 Will |
Ability Score: | Ability modifier for spells or choice |
When you cast a spell that has instantaneous duration and causes damage to Hit Points to one or more subjects, by increasing by half (rounded up) the Magic Points used in the spell, you recover an amount of Hit Points equal to half of what the creature that lost the most has lost.
The casting time of the spell increases to 3 Actions.
Blade Dance
Requirement: | Weapon List: Graceful Weapons at 2, Dexterity or Charisma 1, Entertain 1 |
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Sav. Throws: | +2 Reflex, +1 Fortitude |
Ability Score: | Charisma or Dexterity |
The first time you take this Feat, when using Graceful Weapons, you can replace only the damage given by Strength in melee attacks with half the value of Charisma or Dexterity.
The second time, requirement Graceful Weapons 4, Entertain 3, you take this Feat, you can use Charisma as a damage modifier for the weapon, ignoring the damage given by Strength.
The third time, requirement Graceful Weapons 7, Entertain 5, you take this Feat, you can use Dexterity or Charisma as a damage modifier for the weapon, ignoring the damage given by Strength.
The second and third advantages are not cumulative.
Blind Fighting
Requirement: | Awareness 2 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Dexterity or Wisdom |
The first time you take this Feat, an opponent with light cover gets no bonus to Defense, with medium cover has a +2 to Defense, with full cover has a +6 to Defense.
An invisible attacker in melee gains no advantage to hit the character in melee.
The second time you take this Feat, requirement Awareness 3, you further reduce the Defense bonus by two from creatures with full cover.
There is no need to make Acrobatics checks to move at full speed while Blinded.
The penalty to Attack Roll against invisible creatures is -2.
Zatoichi level, the third time you take this Feat, requirement Awareness 5, in melee an invisible creature has no advantage against you nor do you have a penalty against it.
Blockhead
Requirement: | Crossbow List 4 |
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Sav. Throws: | +2 Fortitude |
Ability Score: | Dexterity or Intelligence |
You can impart a deadly effect to your projectiles.
Your crossbow bolt increases by one damage size.
Bloodhound
Requirement: | Intelligence 1, Wisdom 1, Weapon Proficiency 1 |
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Sav. Throws: | +1 Reflex, +1 Will |
Ability Score: | Wisdom or Intelligence |
You have a natural talent for tracking people
The first time you take this Feat, with two Actions you focus on a target you can see, and as long as you can see it, you remain focused. Your Actions involving that target have a +1 bonus. Maintaining focus costs 1 Action per round.
The second time you take this Feat, requirement Weapon Proficiency 10, Wisdom 2, the bonus increases to +2.
The third time you take this Feat, requirement Weapon Proficiency 16, Wisdom 3, the bonus increases to +3.
The bonus can be used for Attack Rolls, Saving Throws caused by the opponent, and Basic skill checks, but not for damage.
Brew Potions
Requirement: | Magic Proficiency 1 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Wisdom or Intelligence |
You are more than competent in brewing potions.
The first time you take this Feat, you gain a bonus of +1d6 on Herbalism Knowledge, distilling, creating potions, and natural poisons.
The second time you take this Feat, the time to prepare potions/poisons is halved and in case of Critical Failure, you are not exposed to the product. By dedicating one hour per day, you can create a generic Healing Potion or a Weakening one with the herbs you find around. This potion expires at dawn the day after creation.
Cautious Caster
Requirement: | Magic Proficiency 8 |
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Sav. Throws: | +2 Reflex, +1 Fortitude |
Ability Score: | Ability modifier for spells or choice |
When a hostile creature enters a space within 1 meter of you for the first time, you can use a Reaction to cast a cantrip, within 2 Actions, without enhancements or Magic Check.
This Feat does not affect the fact that you are still Distracted in casting a subsequent spell.
Channel Energy
Requirement: | Laying on Hands, Magic Proficiency 1, Common Traits 4 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Wisdom or Constitution |
You are able to use the energy of Laying on Hands to create an energy aura around you. Through Laying on Hands, you create an instantaneous aura within a radius of 3 meters around you that heals or harms 5 Hit Points to all creatures present for every 2 uses consumed.
Each time you take this Feat, beyond the first, you increase the radius by 1 meter and can exclude one creature from the effect of the aura.
The energy comes from your body and influences yourself and the creatures around you. Reflex Saving Throw DC 10 + sum of Traits in common with the Patron + Wisdom to avoid the effect. 2 Actions.
Clinical Eye
Requirement: | Weapon Proficiency 3 |
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Sav. Throws: | +2 Reflex |
Ability Score: | Dexterity or Strength |
You are able to do critical damage to creatures normally immune to criticals.
Colossus
Requirement: | Constitution 1 |
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Sav. Throws: | +3 Fortitude |
Ability Score: | Constitution or Strength |
Perhaps once you were frail and weak, now you are a mountain of muscle.
The first time you take this Feat, when you take this Feat you increase Hit Points by 1d6.
The second time you take this Feat, you increase Hit Points taken per level by 1.
The third time you take this Feat, you increase the die size for rolling Hit Points.
The bonuses are cumulative and retroactive to previous levels, except for the increase in the die for determining HP.
The fourth time, requisite Constitution 3, you take this Feat, you increase by one size (S > M > L).
Combat Caster
Requirement: | Magic Proficiency 1 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Ability modifier for spells or choice |
The first time you take this Feat, when you are Distracted you can ignore one die in the Magic Check.
The second time, requirement Magic Proficiency 6, that you take this Feat, when you are Distracted, you can ignore an additional die in the Magic Check.
The third time, requirement Magic Proficiency 12, that you take this Feat, when you are Distracted, you can ignore an additional die in the Magic Check.
This Feat can be used in the Magic Check required by Warrior of Magic. The indicated capabilities are cumulative.
Coordinated Damage
Requirement: | Weapon Proficiency 6, Wisdom 2 |
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Sav. Throws: | +2 Will |
Ability Score: | Charisma or Intelligence |
Your experience in managing allies allows you to maximize the effectiveness of attacks.
The first time you take this Feat, you can coordinate the attacks of two of your allies, who are within melee distance of each other, so that the damage caused by one hits the enemy of the other and vice versa. It costs 2 Actions to execute this coordination.
The second time you take this Feat, requirement Weapon Proficiency 8, Intelligence 2, you can coordinate and exchange the damage of three allies as long as they are within melee distance of each other. Cost 2 Actions.
The Attack Rolls must hit in order to apply the damage to the other opponent.
Create Magic Items
Requirement: | Magic Proficiency 6 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Ability modifier for spells or choice |
The first time you take this Feat, through this Feat the spellcaster is able to infuse a spell up to level 3 into a magic item.
The second time you take this Feat, requirement Magic Proficiency 12, the spellcaster is able to infuse a spell up to level 5 into a magic item.
The third time you take this Feat, requirement Magic Proficiency 16, the spellcaster is able to infuse a spell up to level 8 into a magic item.
The fourth time you take this Feat, requirement Magic Proficiency 18, the spellcaster is able to infuse a spell up to level 9 into a magic item.
Dancing Scourge
Requirement: | Weapon Proficiency 1, using a weapon from the Rolling Balls list |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Strength or Charisma |
When you use your weapon from the Rolling Balls list, you have a bonus of +1 to Attack Roll and +1 to Defense.
Daredevil
Requirement: | Weapon Proficiency +2, Dexterity 1 |
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Sav. Throws: | +2 Reflex, +1 Fortitude |
Ability Score: | Dexterity or Constitution |
You like to throw yourself into the fray, especially if there are dangers! The bonuses are cumulative.
The first time you take this Feat, you have a +1 to Attack Roll in melee and to Defense if you are in melee with 3 or more opponents.
The second time you take this Feat, you have a +2 to Attack Roll in melee and to Defense if you are in melee with 2 or more opponents.
Daughter of Shayalia
Requirement: | Devotee or Follower of Shayalia |
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Sav. Throws: | +1 Fortitude, +2 Will |
Ability Score: | Ability modifier for spells or Charisma |
You have a deep and instinctive connection with the natural world.
The first time you take this Feat, you gain a +2 to Nature checks and a +2 to Saving Throws against natural poisons.
The second time you take this Feat, requirement sum of common Traits 6, you gain a +4 to Nature checks and a +4 to Saving Throws against effects, even magical, caused by Animals or Plants.
The third time you take this Feat, requirement sum of common Traits 12, you are always under the effect of the Sanctuary spell against any non-magical animal.
The fourth time you take this Feat, requirement Animalia taken 4 times, you can transform using Animalia into any creature as long as it is not a fiend or dragon.
Deadly Strike
Requirement: | Weapon Proficiency 5 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Wisdom or Strength |
Make the Attack Roll with a penalty of -1d6; if you hit, you cause 2 critical damages. Subsequent Attack Rolls start at -10 to hit.
Debilitating Strike
Requirement: | Sneak Attack 3, Weapon Proficiency 12 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Intelligence or Dexterity |
Debilitating Strike is an advanced form of sneak attack. Each Debilitating Strike lowers Strength or Dexterity (player’ **s choice) by how many times you have taken Sneak Attack.
The opponent is allowed a Fortitude Saving Throw with DC equal to the Attack Roll. You cause the additional damage of the Sneak Attack or the loss of ability points.
Decipher Magical Writings
Requirement: | Magic Proficiency 1 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Ability modifier for spells or Wisdom |
Has a bonus of +1d6 in understanding the content of a scroll and in casting the spell contained. The bonus also applies to the check to copy a spell into your Book of Magic.
Defend Mount
Requirement: | Ride 1 |
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Sav. Throws: | +1 Fortitude, +1 Reflex |
Ability Score: | Dexterity or Wisdom |
Whenever your mount is hit, you can make a Ride check to negate the hit.
Your Ride check must be greater than the opponent’ **s Attack Roll.
This Feat can only be used once per round, for a single attack, and costs the Reaction.
Double Portion
Requirement: | Two weapon Fighting, Weapon Proficiency 4 |
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Sav. Throws: | +2 Fortitude, +1 Reflex |
Ability Score: | Strength or Constitution |
Constant training with two weapons allows you to apply the damage bonus due to Strength fully to the off-hand weapon as well.
Elemental Form
Requirement: | Follower or Devotee of Erondil, Gaya, Efrem, or Shayalia. At least 3 spells from 2 different Elemental Magic Lists, Magic Proficiency 6 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Ability modifier for spells or Constitution |
When you transform with the Animalia Feat, choose an element from the learned spells present in an Elemental Magic List.
The first time you take this Feat, when you transform with Animalia, your melee attacks do the chosen elemental damage type.
The second time you take this Feat, Magic Proficiency 11, when you transform with Animalia, you are resistant to the same type of elemental damage that you cause.
The third time you take this Feat, requirement Magic Proficiency 14, your attacks when you transform with Animalia cause 2d6 more damage of the chosen elemental type.
If you are a Devotee or Follower of Gaya or Erondil, it is not necessary to transform into an animal; the damage type applies to your melee attacks.
Elementalist
Requirement: | Magic Proficiency 3, At least 4 spells from Elemental Magic List |
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Sav. Throws: | +1 Will, +1 Fortitude |
Ability Score: | Ability modifier for spells or Constitution |
The first time you take this Feat, choose a type of Elemental Energy: Fire, Electricity, Cold, Sound.
You are able to exchange the elements present in your spells. You can substitute one type of elemental energy damage with the damage chosen when you took this Feat. The casting time of the spell increases by 1 Action; if the total casting time exceeds 3 Actions, it is not possible to use this Feat on the spell.
The second time you take this Feat, requirement Magic Proficiency 6, choose a new type of Energy. When making the substitution, you can choose between the available energy types. You no longer have the penalty to the spell’ **s casting time.
Expert
Requirement: | Related ability score at least -1 |
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Sav. Throws: | +1 to two Saving Throws of your choice. |
Ability Score: | choice |
You are an expert in a subject.
The first time you take this Feat, you gain a +1 to checks on a basic Skill of your choice.
The second time you take this Feat, add +2 to the check. You can take 10 on the check by taking 5 rounds instead of 10 (see page ).
The third time you take this Feat, add 1d6 to the check. You can take 14 on the check by taking 5 minutes instead of 10.
The fourth time you take this Feat, consider the total of the dice rolled as 10 if you rolled 4-9.
The bonuses are cumulative if always referring to the same Skill.
Not usable on Awareness (see Perceptive, page ).
Extended Battery
Requirement: | Magic Proficiency 1, Magic Adept |
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Sav. Throws: | + 1 Fortitude, +1 Will |
Ability Score: | Ability modifier for spells |
You can better withstand the stress of casting spells.
When you make a Magic Check and achieve at least one Critical Magic Success, the cost of the spell decreases by one point, with a minimum cost of 1.
Eyes of Magic
Requirement: | Magic Proficiency 1 |
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Sav. Throws: | +1 Will, +1 Fortitude |
Ability Score: | Ability modifier for spells or Charisma |
The first time you take this Feat, if you can see it, you also know if it’ **s magical. It costs one Action to activate magical sight and lasts one round.
The second time, requirement Magic Proficiency 1, that you take the Feat, activating magical sight costs a Reaction.
Faithful
Requirement: | Magic Proficiency 1, Sum of common Traits 2, being a Devotee |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Ability modifier for spells or Wisdom |
Your connection with the Patron is strong and energetic. You increase your Magic Points by 3 points.
This Feat can be taken multiple times, and the total must be equal to or less than the sum of Traits common with the Patron/3.
This Feat does not stack with the Magic Battery Feat.
Fast Step
Requirement: | Dexterity 1 |
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Sav. Throws: | +2 Reflex, +1 Fortitude |
Ability Score: | Dexterity or Constitution |
Your step is naturally quick. If you have movement 6m, you step at movement 7m; if you have movement 9m, you step at movement 10m.
Each additional two times you take the Feat, your movement increases by 1 meter per Movement Action, up to a maximum of +3 meters per round.
Feign Death
Requirement: | Constitution 0 |
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Sav. Throws: | +1 Will, +2 Fortitude |
Ability Score: | Constitution or Wisdom |
As a Reaction Action, you are able to fall to the ground (collapse!) dead. Only a First Aid check DC 20 can reveal that you are alive.
The effect lasts at most 2 minutes. Feigning death cannot be repeated at intervals of less than 10 minutes apart.
Ferocity
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Constitution or Strength |
Your rage is such that it temporarily defeats death.
The first time you take this Feat, when you drop below 0 Hit Points, you do not fall unconscious and begin to lose 1 hit point per round.
A creature with Ferocity falls unconscious when it has a negative Hit Point score equal to twice its Constitution points and dies when its Hit Points drop to a negative score equal to three times its Constitution score+5 (CON*3+5)
The second time you take this Feat, requirement Weapon Proficiency 4, you can make your Strength increase by 2 and gain 6 temporary Hit Points for 1 minute. At the end of the encounter, your fatigue level increases by 1 for 10 minutes.
The third time you take this Feat, requirement Weapon Proficiency 7, you can make your Strength increase by 3 and gain 12 temporary Hit Points for 3 minutes. At the end of the encounter, your fatigue level increases by 2 for 20 minutes.
The fourth time you take this Feat, requirement Weapon Proficiency 11, you can make your Strength increase by 4 and gain 24 temporary Hit Points for 15 minutes. At the end of the encounter, your fatigue level increases by 3 for 30 minutes.
The player can choose only one level of Ferocity to use in the encounter (2, 3, 4).
First Blood
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Intelligence or Charisma |
The first Attack Roll of the day has a bonus of +1d6 and causes a critical hit if it hits.
Focused
Requirement: | Magic Proficiency 2 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Ability modifier for spells |
Choose a Magic List; the DC of your spells’ ** Saving Throws in that list increases by 1.
This Feat can be taken multiple times on the same Magic List or on other lists, and the total must be equal to or less than MP/4.
Focused Weapon
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +1 Reflex, +1 Fortitude |
Ability Score: | Strength or Dexterity |
Choose a weapon in a Weapon List you know. You gain a +1 to Initiative and Attack Roll when using this weapon.
Forged in Fury
Requirement: | Weapon Proficiency 5 |
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Sav. Throws: | +1 Fortitude, +1 Reflex |
Ability Score: | Strength or Constitution |
When you make a critical hit with a melee attack is considered that you have hit by a margin 2 more for counting critical hit.
Fury
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Strength or Constitution |
Your fighting style is represented by blind murderous rage.
Add +1d6 to damage for each successful melee attack and your opponents gain +1d6 to hit against you.
You can decide to activate this Feat round by round. It costs 1 Immediate Action and lasts until the beginning of your next round.
Hard to Kill
Requirement: | - |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Constitution or Wisdom |
You are particularly stubborn about not wanting to die. The character increases by 3 Hit Points the tolerance before dying, meaning they die at 13+CON*2.
Hawk Eye
Requirement: | Weapon Proficiency 3 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Dexterity or Intelligence |
The first time you take this Feat, projectiles, arrows, or darts launched between the first and second range increment have no penalty to the Attack Roll.
The second time you take this Feat, the penalty for shots within the third range increment is 6.
The third time you take this Feat, you are able to extend your shot even further and take it to a fifth increment with a -12 penalty to hit. You have no penalties within the first 3 increments while you have -6 to hit between the third and fourth increment.
Healer
Requirement: | Wisdom 1 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Wisdom |
You have a natural talent for healing people.
The first time you take this Feat, you have +4 on First Aid checks.
The second time you take this Feat, requirement sum of traits in common with Patron Ledyal 8, every time you use a healing spell you recover 1 Hit Point and the healed creature gains +1d6 Hit Points more.
Hit and Run
Requirement: | Dexterity 1, Weapon Proficiency 1 |
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Sav. Throws: | +2 Reflex |
Ability Score: | Dexterity or Intelligence |
If in the round you execute at least one attack, these have a base penalty of -5, and you can perform an additional Movement Action. It is not possible to execute more than one bonus Movement Action in this way. It costs an Immediate Action.
I said FALL!
Requirement: | Weapon Proficiency 4 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Strength or Constitution |
If you hit an opponent 3 times within 2 rounds, they must make a Fortitude Saving Throw with a DC equal to the Attack Roll of the last attack or fall prone. The Saving Throw has a 1d6 modifier for each size difference.
Iaijutsu
Requirement: | Weapon Proficiency 2 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Intelligence or Dexterity |
The first time you take this Feat, you take a step of one meter, attack once, and return to where you were, all in less than the blink of an eye.
The second time, requirement WP 6, that you take this Feat, you can move 2 meters before attacking and return to where you were.
The third time, requirement WP 12, that you take this Feat, you can move your full movement before attacking and return to where you were, treating the terrain as difficult.
Consumes two Actions.
Improved Initiative
Requirement: | Intelligence or Dexterity 1 |
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Sav. Throws: | +2 Reflex |
Ability Score: | Dexterity or Intelligence |
Increase initiative by +1. This Feat can be taken up to 2 times and the bonus is cumulative.
Improvise
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +1 Fortitude, +1 Reflex |
Ability Score: | Dexterity or Wisdom |
Any object that might be defined as an improvised weapon is not improvised for you. You do not suffer penalties to hit when using an improvised weapon. You gain a +1 to damage when using an improvised weapon.
Infuriate
Requirement: | Weapon Proficiency 2 and Charisma or Strength 2 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Strength or Charisma |
You spend 2 Actions defaming and railing against an opponent.
The target must make an opposed Will Saving Throw check against your Entertain or Intimidate skill check or lose the Dexterity bonus (Saving Throws, Attack Roll, and Defense) until the end of your next round.
The opponent may not understand your language but must have Intelligence equal to -2 or higher.
Infuse Magical Energy
Requirement: | Weapon Proficiency 1, Magic Proficiency 2 |
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Sav. Throws: | +1 Reflex, +1 Fortitude |
Ability Score: | Ability modifier for spells or choice |
You know how to manipulate magical energies instinctively and infuse them into weapons. It costs 1 Action to infuse magic into the weapon.
The first time you take this Feat, you can use two Magic Points and channel them into your weapon.
For the duration of 6 rounds, your weapon becomes a +1 magic weapon; if it already has magical capabilities, the effect does not work.
The second time you take this Feat, requirement Magic Proficiency 4, you can use four Magic Points and a weapon you come into contact with becomes a +2 weapon for 6 rounds; if it’ **s already enchanted, it acquires an additional bonus of +1 up to a maximum of +3.
The third time you take this Feat, requirement Magic Proficiency 8, you can use six Magic Points and a weapon you come into contact with becomes a +3 weapon for 6 rounds; if it’ **s already enchanted, it acquires an additional bonus of +2 up to a maximum of +4.
Infuse Superior Magical Energy
Requirement: | Weapon Proficiency 4, Magic Proficiency 6 |
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Sav. Throws: | +1 Reflex, +1 Fortitude |
Ability Score: | Ability modifier for spells or choice |
You know how to infuse the weapon with magical energy to make it acquire fantastic capabilities.
It costs 1 Action to activate the infusion of magic into the weapon. The weapon must be magical.
The first time you take this Feat, using one Magic Point per round, you can make your weapon flaming or electrified or change its shape.
Each successful hit causes 1d6 additional fire or electricity damage. If you stop paying the Magic Point, it returns to its previous form and stops causing additional damage.
The second time you take this Feat, using two Magic Points per round, you can make a weapon you come into contact with extremely dangerous. Each successful hit causes 1 additional critical damage. Requirement Magic Proficiency 7.
The third time you take this Feat, using three Magic Points per round, you can grant a weapon you come into contact with both previous abilities.
The abilities are not cumulative; you must choose which to apply round by round.
Inspire Courage
Requirement: | Charisma 2, Entertain 1 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Charisma or Wisdom |
Through your performance - singing, dancing, oratory, or artistic in general - you are able to inspire courage in companions who can hear or see you, within a radius of 6 meters.
The first time you take this Feat, your companions have a bonus of +1 to Attack Roll and Damage in combat.
The second time you take this Feat, requirement Entertain 4, you can decide to inspire up to 2 of these bonuses: +2 Attack Roll, +2 Defense, +2 Damage, +2 Will Saving Throw. Your companions must be within a 12-meter radius.
The third time you take this Feat, requirement Entertain 12, you can decide to inspire up to 2 of these bonuses: +1d6 Attack Roll, +4 Defense, +4 Damage, +1d6 Saving Throw. Your companions must be within a 24-meter radius.
Activating, maintaining, or changing the effect of the Feat requires 2 Actions.
You can maintain the Feat for a number of rounds, even non-consecutive, equal to Entertain score x 3 per day.
Creatures must continue to see/hear your performance to remain influenced.
Instill Fear
Requirement: | Charisma 2 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Charisma or Constitution |
Through your performance - singing, dancing, oratory… you are able to Instill Fear in opponents who can hear you, within a radius of 6 meters.
The first time you take this Feat, your enemies have a penalty of -1 to Attack Roll and Damage in combat.
The second time you take this Feat, requirement Entertain 4, the power of your art assaults enemies and you can select two effects from: -2 Attack Roll, -2 Damage in combat, -2 Defense, -2 to Will Saving Throws. Your enemies must be within a 12-meter radius.
The third time you take this Feat, requirement Entertain 12, the power of your art assaults enemies and you can select two effects from: -1d6 Attack Roll, -4 Defense, -4 Damage, -1d6 Saving Throw. Your enemies must be within a 24-meter radius.
The opponent is allowed a Will Saving Throw DC equal to 10+CHA+Entertain score. A creature that succeeds in the Saving Throw is immune for that day to new manifestations of this power of yours.
Activating, maintaining, or changing the effect of the Feat requires 2 Actions and lasts until the beginning of your next round. You can maintain the Feat for a number of rounds, even non-consecutive, equal to Entertain score x 3 per day. Creatures must continue to see/hear the performance to remain influenced.
Instinctive Knowledge
Requirement: | Knowledge 1 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Wisdom or Intelligence |
You never forget an enemy.
You have an instinctive ability to remember and evaluate an enemy. When you take this Feat, you can make a Recognizing a Monster check (page ) using a Reaction.
Iron Fist
Requirement: | Empty Fist List 3 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Strength or Dexterity |
Your unarmed combat technique is extremely precise and powerful.
The first time you take this Feat, the damage caused by your blows and the Attack Roll increases by 1.
The second time you take this Feat, requirement Empty Fist 6. Damage increases by +2, Attack Roll +1.
The third time you take this Feat, requirement Empty Fist 9. Damage +1, Attack Roll +2.
The fourth time you take this Feat, requirement Empty Fist 12. Damage +2, Attack Roll +1.
The fifth time you take this Feat, requirement Empty Fist 15. Damage +1, Attack Roll +2.
The sixth time you take this Feat, Requirement Empty Fist 18. Damage +2, Attack Roll +1.
The indicated bonuses are cumulative.
Iron Will
Requirement: | Wisdom 0 |
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Sav. Throws: | none |
Ability Score: | Wisdom or Charisma |
Over time, you have trained your will to resist any weakness and fear.
The first time you take this Feat, you gain a +2 bonus to Will Saving Throws. The bonus is cumulative, +2 the first time, +1 the second time, +1 the third time.
The fourth time you take this Feat, you can decide to automatically succeed on a Will Saving Throw once per day before having rolled the dice.
Juggler
Requirement: | Dexterity 2 |
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Sav. Throws: | +2 Reflex |
Ability Score: | Dexterity or Charisma |
You have a natural talent for handling objects.
Any Acrobatics check that involves handling objects or balance has a +2 Bonus.
You can throw a second dagger as an Immediate Action following an Attack action to throw a dagger; this dagger has a -3 penalty to the Attack Roll and does not accumulate multi-attack penalties.
Laying on Hands
Requirement: | Magic Proficiency 1, Common Traits 3, being Devoted or Follower |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Charisma or Wisdom |
If your Traits are in common with a positive Patron, you can channel healing energy (healing/damaging effect on undead), if they are in common with a neutral or evil Patron, you can channel negative energy (damaging/healing effect on undead).
Usable a number of times per day equal to (sum of Traits in common with the Patron)/2.
The first time you take this Feat, through laying on hands you can heal/harm 5 Hit Points to a creature. You can apply multiple uses with a single touch.
Taking the Feat multiple times allows you to remove specific conditions afflicting the creature by consuming more uses.
The second time you take this Feat, sum of Traits in common 4, you can remove the Fatigued condition (3 uses).
The third time you take this Feat, sum of Traits in common 6, you can remove the conditions: Frightened, Nauseated, Unconscious, Fatigued 2 (3 uses).
The fourth time you take this Feat, sum of Traits in common 8, you can remove the conditions: Blinded, Deafened, Poisoned, Sick* (3 uses).
The fifth time you take this Feat, sum of Traits in common 10, you can remove the conditions: Confused, Paralyzed, Charmed (4 uses).
The sixth time you take this Feat, sum of Traits in common 12, you can remove the conditions: Dominated, Petrified, Fatigued 3 (5 uses).
Other uses:
Each use of the Laying on Hands Feat to heal reduces the Bleeding value by 2 and allows recovery of 3 Maximum Hit Points.
In case of magical diseases, any opposition check is made with 3d6 + sum of Common Trait points + Wisdom.
The energy comes from the hands (it doesn’ **t matter if there are gloves) and is applied with a Touch Attack.
Fortitude Saving Throw DC 10 + sum of Traits in common with the Patron + Wisdom to avoid the effect. 2 Actions.
Lightning Reflexes
Requirement: | Dexterity 1 |
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Sav. Throws: | none |
Ability Score: | Dexterity or Intelligence |
Over time you have trained your reflexes to dodge and anticipate any obstacle. The bonus is cumulative, +2 the first time, +1 the second, +1 the third to Reflex Saving Throws.
The fourth time you take this Feat, you can automatically succeed on a Reflex Saving Throw once per day as a Reaction. This must be declared and does not require rolling the Saving Throw.
Loaded Dice
Requirement: | Magic Proficiency 6 |
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Sav. Throws: | +1 Fortitude, +1 Reflex |
Ability Score: | Wisdom or Charisma |
The first time you take this Feat, you can increase by 1, up to a value of 6, one die in the Magic Check.
The second time you take this Feat, requirement Magic Proficiency 12, you can increase by 1, up to a value of, an additional die in the Magic Check.
Lucky
Requirement: | none |
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Sav. Throws: | +1 Fortitude, +1 Reflex |
Ability Score: | Charisma or Dexterity |
Once per day, you can make the Narrator reroll 1d6 of a check (Attack Rolls, Skill Checks, Saving Throws) and take the lower value between the two rolls.
This Feat can be declared even after the dice have been rolled.
Magic Adept
Requirement: | Magic Proficiency 1 |
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Sav. Throws: | +1 to two Saving Throws of your choice. |
Ability Score: | Ability modifier for spells |
Through this Feat you deepen your ability to cast spells.
The Magic Adept Feat allows you to cast higher-level spells, make it harder to resist your spells, and fail less often in Magic Checks.
Each time you take this Feat, you learn one additional spell from the Book of Magic.
This Feat can be taken multiple times as long as it is less than MP/2.
Magic Battery
Requirement: | Magic Proficiency 3 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Ability modifier for spells |
You have a particular connection with the magic that permeates the Earth.
The first time you take this Feat, you increase your available Magic Points by 3.
This Feat can be taken multiple times, and the total must be equal to or less than MP/3.
Magical Roots
Requirement: | Magic Proficiency 1 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Ability modifier for spells or choice |
While you are affected by one of your spells, using an Action your weapon gains a +1 to hit and damage and is considered a magic weapon until the end of the round.
Mental Wall
Requirement: | Wisdom +1 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Ability modifier for spells or Wisdom |
Your mind is trained against those who want to influence it. Each time you take this Feat, you gain +1 to Saving Throws against spells from the Enchantment Magic List.
Mighty Blows
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +2 Fortitude |
Ability Score: | Strength or Constitution |
Your style emphasizes powerful blows.
You gain a +1 to damage with a Weapon List.
My Death Your Death
Requirement: | Weapon Proficiency 1, Strength 1 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Charisma or Strength |
For each single opponent in combat, you can make the first hit of the encounter cause additional damage equal to twice your Weapon Proficiency. The opponent gains a bonus to Attack Roll and damage equal to the value of your Weapon Proficiency on the first Attack Roll made before the end of the next round.
The Feat must be declared before the Attack Roll and lasts until the beginning of the next round.
My Head is Harder
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Strength or Constitution |
Your weapon, present in the Skull Crusher Weapons List, does +2 damage
My Skin
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +3 Fortitude |
Ability Score: | Constitution or Strength |
You have an almost symbiotic relationship with your armor.
The first time you take this Feat, the Defense granted by the armor you wear increases by 1.
The second time you take this Feat, requirement Weapon Proficiency 6, the Defense granted by the armor you wear increases by 2.
One Arm, One Weapon
Requirement: | Weapon Proficiency 2 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Strength or Constitution |
Choose a Weapon List. The Strength damage applied by weapons from that list increases by 1.
This Feat can be taken multiple times, with at least WP 5,9,13.
If you take this Feat 4 times on the same Weapon List, the damage bonus is reduced to +2, but you roll damage twice and choose the better result. It does not apply to damage explosion or critical damage.
One Belief
Requirement: | Magic Proficiency 2 |
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Sav. Throws: | +1 Will, +1 Fortitude |
Ability Score: | Ability modifier for spells |
The character dedicates their life to the study and perfection of a single Magic List.
The first time you take this Feat, you must choose a preferred Magic List and 3 opposed ones.
In the preferred list, the casting cost of spells decreases by 1, with a minimum cost of 1. For the 3 opposed Magic Lists, the casting cost of spells increases by 1.
The second time you take this Feat, requirement Magic Proficiency 6, in the preferred Magic List, Magic Checks are made with an additional 1d6, and you can discard 1 die from it.
The third time you take this Feat, requirement Magic Proficiency 11, in the preferred Magic List, when you make a Magic Check, you count one more 6 than what you rolled.
The fourth time you take this Feat, requirement Magic Proficiency 14, in the preferred Magic List, you can reroll a Magic Check once in case of Critical Failure.
The fifth time you take this Feat, requirement Magic Proficiency 17, in the preferred Magic List, whenever you need to roll a Magic Check, you can choose not to roll and consider that you made a Critical Magic Success.
The sixth time you take this Feat, requirement Magic Proficiency 20, in the preferred Magic List, spells below 4th level do not cost Magic Points in the base formulation.
Rules:
- Each time the Feat is taken, after the first, you must select two new opposed Magic Lists, and the maximum level of castable spells for all opposed Magic Lists decreases by 2. The Universal Magic List cannot be chosen among the opposed ones.
- The One Belief Feat cannot be taken together with: Only Child, Powerful Magics, Specialist.
- If you use the One Belief Feat, you cannot use the List Abilities (page ).
One Body, One Mind, One Spirit
Requirement: | none |
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Sav. Throws: | +1 of choice |
Ability Score: | none |
Assign one point to Weapon Proficiency or Magic Proficiency. This Feat can be taken at most 2 times.
One Hit One Kill
Requirement: | Magic Proficiency 1, Magic Adept 1 |
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Sav. Throws: | +2 Reflex |
Ability Score: | Ability modifier for spells or choice |
The first time you take this Feat, you gain a +1 to Attack Rolls for spells that require an Attack Roll.
The second time, the bonus to Attack Roll for Spells becomes +1 for each time you’ **ve taken the Magic Adept Feat. This does not stack with the bonus taken the previous time.
One with Magic
Requirement: | Magic Adept |
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Sav. Throws: | +1 in two Saving Throws of your choice |
Ability Score: | Ability modifier for spells or choice |
Your modifier spell score has a +1 to the value for determining spell effects, Magic Points, know spell, and maximum level of castable spell.
One with the Bow
Requirement: | Weapon Proficiency 4 |
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Sav. Throws: | +1 Fortitude, +1 Reflex |
Ability Score: | Dexterity or Constitution |
Despite the name, this Feat applies to all weapons that launch projectiles.
The first time you take this Feat, the penalty for launching projectiles while using a Ranged Weapon under threat becomes -2.
The second time you take this Feat, Dexterity 3 and Weapon Proficiency 7, the penalties are nullified.
Only Child
Requirement: | Constitution 0 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Ability modifier for spells or Wisdom |
The first time you take this Feat, choose a Magic List and two Cantrips from this list. You can cast these two Cantrips without a Magic Check even if you are being Distracted or with armor limitations.
Subsequent times you take this Feat, you can identify a Patron who has the Magic List you previously identified in their Privileged Lists.
The second time you take this Feat, identify two more Cantrips, or if you are a Follower or Devotee, choose a first-level spell from the Patron’ **s Privileged List. Requirement common Trait with score 3.
The third time you take this Feat, identify two more Cantrips, or if you are a Devotee, choose a second-level or lower spell from the Patron’ **s Privileged List. Requirement common Trait with score 5.
The fourth time you take this Feat, identify two more Cantrips, or if you are a Devotee, choose a third-level or lower spell from the Patron’ **s Privileged List. Requirement common Trait with score 9.
Feats 2, 3, 4 can be taken multiple times. First-level and higher spells are cast by paying Magic Points, otherwise they can only be cast once per day.
Opportunist
Requirement: | Weapon Proficiency 2 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Intelligence or Dexterity |
You can attempt to hit an opponent in melee who exits or crosses a melee area that you threaten or who uses a throwing weapon in your melee area or formulates a spell. The Feat is usable as a Reaction. This attack is also called an opportunity attack.
Paralyzing Strike
Requirement: | Debilitating Strike, Sneak Attack 4, Weapon Proficiency 18 |
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Sav. Throws: | +2 Reflex, +1 Fortitude |
Ability Score: | Strength or Dexterity |
You dedicate 2 Actions per Round, for 5 rounds, to studying an opponent you can threaten. In the sixth round, using 2 Actions, you deliver a melee or ranged attack. The opponent must make a Fortitude Saving Throw with DC equal to the Attack Roll or remain paralyzed for 3d6 rounds. The creature must not be 2 sizes larger than you.
Parry
Requirement: | Weapon Proficiency 3 or Empty Fist 2 |
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Sav. Throws: | +1 Reflex, +1 Will |
Ability Score: | Strength or Dexterity |
The first time you take this Feat, when you use the Action to Prepare Defense (p. ), this increases by 1.
The second time you take this Feat, requirement Weapon Proficiency 6 or Empty Fist 4, use an Immediate Action to Prepare Defense.
The third time you take this Feat, requirement Weapon Proficiency 9 or Empty Fist 6, you can use Prepare Defense on a creature at melee distance from you.
Using the Parry Feat must be declared in your round and remains active until the beginning of your next round.
Perceptive
Requirement: | Wisdom 0 |
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Sav. Throws: | +1 Reflex, +1 Will |
Ability Score: | Wisdom or Intelligence |
Your Awareness and attention to detail is above average.
Take a +1 bonus to Awareness checks. This Feat can be taken a maximum of 3 times.
Perfectionist
Requirement: | Weapon Proficiency 2 |
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Sav. Throws: | +1 Reflex, +1 Will |
Ability Score: | Dexterity or Charisma |
The first time you take this Feat, when you throw a projectile, you decrease the Cover penalty by 2.
The second time you take this Feat, Weapon Proficiency 4, reduce the Cover penalty by 4.
Pet / Familiar
Requirement: | Magic Proficiency 1 |
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Sav. Throws: | +1 Will, +1 Fortitude |
Ability Score: | Intelligence or Ability modifier for spells |
The first time you take this Feat, you gain a natural animal. This pet has a Challenge Rating equal to one-quarter of your Wisdom, with a minimum of 1/4. You can teach basic actions to your animal and have it perform simple tasks.
The second time you take this Feat, you gain a Familiar (page ).
Phoenix Wings
Requirement: | Empty Fist List 3, Silver Crane 1 |
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Sav. Throws: | +2 Reflex, +1 Fortitude |
Ability Score: | Dexterity or Strength |
Your fighting style emphasizes long-range strikes such as punches and flying kicks.
The first time you take this Feat, your melee reach with the Empty Fist List becomes 2 meters.
The second time you take this Feat, requirement Empty Fist List 6, Silver Crane 3, Iron Fist 1, your melee reach becomes 3 meters.
The third time you take this Feat, requirement Empty Fist List 12, Silver Crane 4, Iron Fist 2, your melee reach becomes 4 meters.
Immunity to Poisons
Requirement: | Constitution 1 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Constitution or Wisdom |
The first time you take this Feat, the body gets used to poisons, the character gains a +2 Saving Throw against poisons.
The second time you take the Feat, you become immune to natural poisons. You can no longer get drunk normally.
The third time you have a +1d6 to Saving Throws against magical poisons and to endure the effects of toxic fumes (but you can still suffocate).
Polyglot
Requirement: | at least Intelligence -1, at character creation |
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Sav. Throws: | +2 Will |
Ability Score: | Intelligence or Charisma |
You have an extraordinary ability to learn languages. For each point assigned to Language Knowledge, you know two additional languages.
Power of the Patron
Requirement: | Sum of Common Traits with the Patron 1, being Devoted |
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Sav. Throws: | +1 Fortitude, +2 Will |
Ability Score: | Ability modifier for spells or choice |
Your faith in the Patron knows no limits or crashes of trust.
Once a day for a single check, as a Reaction before making the check, use as a unique positive modifier the sum of Common Traits with the Patron. You can use this Feat on Saving Throws, Attack Rolls, and skill checks.
If all three checks succeed, it is likely that there will be a Manifestation of the Patron.
Powerful Fist
Requirement: | Empty Fist List 3 |
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Sav. Throws: | +1 Fortitude, +2 Will |
Ability Score: | Strength or Constitution |
Consumes 2 Actions. Make a single Attack Roll with -5 penalty. If you hit, in addition to the damage and a critical hit, the opponent, who must be at most two sizes larger than you, must make a Fortitude Saving Throw with DC equal to your Attack Roll or be pushed 3 meters in a direction of your choice.
If they critically fail the Saving Throw, they suffer an additional critical hit.
Powerful Magics
Requirement: | Magic Proficiency 5 |
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Sav. Throws: | +2 Will |
Ability Score: | Ability modifier for spells or choice |
Your spells are extraordinarily effective.
Choose a Magic List, gain +1d6 to the Magic Check when casting spells from this List. This Feat can be taken multiple times but the total must be less than or equal to MP/4.
Precise Shot
Requirement: | Dexterity 3, Weapon Proficiency 1 |
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Sav. Throws: | +2 Reflex |
Ability Score: | Dexterity or Wisdom |
At close range, you know how to hit where it hurts.
You gain +1 to Attack Roll and damage with thrown weapons when the target is within 9 meters.
Press On
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Strength or Dexterity |
The first time you take this Feat, if you eliminate an opponent with your last Attack Action in melee, you can make a bonus attack action.
The bonus attack uses the same modifiers as the last Attack Action and is directed at another enemy within melee distance.
If you eliminate this second creature, you cannot make further attacks.
The second time, requirements Press On, Weapon Proficiency 6, if with the bonus attack of Press On you eliminate an opponent, you can make an additional bonus attack action, using the same modifiers as the last Attack Action. If you eliminate this creature, you can Press On, moving a maximum of 1 meter, to attack the next creature.
Each bonus attack beyond the first suffers a cumulative penalty: -2 to hit and -1 to damage.
Prodigious
Requirement: | Magic Proficiency 3 |
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Sav. Throws: | +2 Will |
Ability Score: | Ability modifier for spells |
Your mind has no boundaries. You can learn two spells present in your Magic Tome, always respecting the limits of the maximum level of castable spells.
This Feat can be taken multiple times and the total must be equal to or less than MP/4.
Psychic Energy
Requirement: | Strength 1, Wisdom 2, Weapon Proficiency 1, Magic Proficiency 1 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Wisdom or Charisma |
After years of training, meditation, and workshops at Panda Barbat, you are able to gather your Chi Energy.
The first time you take this Feat, each day, after at least 6 hours of rest and 2 hours of meditation/training, you fill your body with Chi energy equal to Weapon Proficiency+Magic Proficiency+Wisdom/2
The second time you take this Feat, requirement Strength 1, Wisdom 2, Weapon Proficiency 4, Magic Proficiency 4
You recover 1 Chi point every 10 minutes in which the character does not perform demanding activities.
Psychic Ray
Requirement: | Psychic Strike, Wisdom 3, Weapon Proficiency 5 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Wisdom or Dexterity |
The first time you take this Feat, you can make a ranged attack within 9 meters using Psychic Energy. The Touch Attack causes 1d6 force damage per Psychic point spent focused on damage.
It is possible to focus one or more Psychic points to increase the distance by 9 meters each time. You cannot use more total Chi points (for distance and damage) than your Wisdom.
The second time you take this Feat, requirement Wisdom 3, Weapon Proficiency 9, you can use up to double your Wisdom score to enhance the Psychic Ray.
Psychic Strike
Requirement: | Psychic Energy, Dexterity 1 |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Wisdom or Strength |
The first time you take this Feat, you concentrate your Chi in your hands. You can concentrate a number of Chi points equal to your Wisdom.
With a successful Touch Attack, in the round, you discharge the energy that causes 1d6 force damage per Chi point used, up to a maximum of Chi points equal to your Wisdom score.
The strike is considered as delivered by a magic weapon with a bonus equal to the Chi points used.
The second time you take this Feat, requirement Psychic Strike, Wisdom 3, Weapon Proficiency 2, if the Attack Roll hits, you consume one less Chi point.
The third time you take this Feat, Weapon Proficiency 3, if the Attack Roll hits, you consume two less Chi points. You can use a number of Chi points simultaneously equal to one and a half times the value of Wisdom.
The fourth time you take this Feat, Weapon Proficiency 7, Wisdom 4, if the Attack Roll hits, you consume three less Chi points. You can use a number of Chi points simultaneously equal to twice the value of Wisdom.
Pure Blood
Requirement: | Animalia, Devotee of Efrem or Shayalia |
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Sav. Throws: | +1 Will, +2 Fortitude |
Ability Score: | Ability modifier for spells or Constitution |
The first time you take this Feat, each of your attacks when transformed with Animalia causes 1 additional damage and is considered a +1 magic attack. By concentrating on your step, you can leave the footprints of an animal you can transform into and the terrain is considered doubly difficult.
The second time you take this Feat, Magic Proficiency 8, when you use the Animalia Feat, you can perform a partial transformation, taking either the Movement type or Senses of the creature you transform into. When you use the Animalia Feat, you can select a creature with a Challenge Rating increased by 1. Leaving different footprints is considered difficult terrain.
The third time you take this Feat, Magic Proficiency 12, when you transform into an animal, you can use your Magic Proficiency instead of Weapon Proficiency for natural attacks. When you use the Animalia Feat, you can select a creature with a Challenge Rating increased by 1. Leaving different footprints is not considered difficult terrain.
The second and third abilities are cumulative.
Quick
Requirement: | Weapon Proficiency 3 |
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Sav. Throws: | +1 Reflex, +1 Will |
Ability Score: | Dexterity or Strength |
The first time you take this Feat, when an ally executes a critical roll, you can, using a reaction, make an Attack Roll, with a penalty of -1d6, against the same opponent provided it is also in melee with you.
The second time you take this Feat, Weapon Proficiency 6, you gain a reaction that can only be used for the Quick Feat.
Quick Draw
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +1 Reflex, +1 Will |
Ability Score: | Dexterity or Intelligence |
The first time you take this Feat, you can draw a weapon that is not large for you at the cost of an Immediate Action.
The second time you take this Feat, you can put away your current weapon and draw another as a Movement Action.
The third time you take this Feat, you can put away your current weapon and draw another as an Immediate Action.
Rapid Shot
Requirement: | Dexterity 3, Precise Shot, Weapon Proficiency 2 |
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Sav. Throws: | +2 Reflex |
Ability Score: | Dexterity or Intelligence |
You have no rival in the precision with which you hurl your projectiles.
When using bows, crossbows, or throwing a weapon, the penalties for multiple attacks are lower.
Each projectile launched after the first takes a cumulative -4 to the Attack Roll (and not -5).
The first shot has a normal Attack Roll, the second has a -4, the third a -8…
Reach
Requirement: | Weapon Proficiency 2 |
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Sav. Throws: | +1 Will, +2 Fortitude |
Ability Score: | Dexterity or Strength |
You use an Action in conjunction with your Attack Action in melee to increase the reach of your strike by 1 meter.
Ready Defense
Requirement: | Weapon Proficiency 2 |
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Sav. Throws: | +2 Reflex |
Ability Score: | Dexterity or Intelligence |
You are always vigilant and attentive when your life is at risk.
You have a +2 to Defense against opportunity attacks, attacks from behind, or from flanking.
Recovery
Requirement: | Constitution 0 |
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Sav. Throws: | +2 Fortitude |
Ability Score: | Constitution |
Your body spontaneously produces caffeine!
You take half the time to recover from the Fatigued condition.
Retaliation
Requirement: | Weapon Proficiency 1, at least Follower of Gradh or Nedraf or Orlaith or Sumkjr |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Charisma or Wisdom |
Seeing your friends injured fills you with rage.
When a companion (or yourself) drops below half Hit Points, you gain a +1 to Attack Rolls and Saving Throws.
The maximum duration of the effect is 1 minute (6 rounds) per day and must be consecutive. The player chooses whether to activate the Feat or not, and the injured companion must be within 9 meters.
You can take this Feat up to 3 times, each time the bonus to Attack Roll and Saving Throw increases by 1.
Rhino
Requirement: | Constitution 1 |
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Sav. Throws: | +2 Fortitude |
Ability Score: | Constitution or Wisdom |
Your charge is destructive! Behind you, you leave only a trail of rubble and nothing can stop you.
The first time you take this Feat, you can perform a Charge even if the terrain is difficult.
The second time you take this Feat, you do not consider terrain as difficult when charging.
The third time you take this Feat, you have hardened your skin so much that your natural Defense increases by +1.
Robust
Requirement: | Constitution -1 |
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Sav. Throws: | +2 Fortitude |
Ability Score: | Constitution or Wisdom |
The first time you take this Feat, your Hit Points increase by 3.
The second time you take this Feat, you gain 1 additional Hit Point per level.
The bonuses are cumulative and retroactive to previous levels.
Scholar
Requirement: | Magic Proficiency 1, only at character creation |
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Sav. Throws: | +2 Will |
Ability Score: | Ability modifier for spells or choice |
Your interest in and connection with magic is unparalleled. You can know 4 additional spells (while respecting the maximum level constraints that can be copied into your Tome).
Scribe
Requirement: | Magic Proficiency 1 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Ability modifier for spells or Dexterity |
You are extremely quick in copying new spells into your Book of Magic. The time to copy a spell changes from 1 hour to 30 minutes per page (a spell occupies a number of pages equal to its level). The cost in inks changes from 10 gp per page to 5 gp per page.
Second Skin
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +2 Fortitude |
Ability Score: | Constitution or Strength |
The constant use of armor allows you to wear it without particular penalties.
The first time you take this Feat, the penalties to Basic skill checks given by armor decrease by 1.
The second time you take this Feat, requirement Weapon Proficiency 6, the penalty to skill checks decreases by an additional 1. The movement penalty decreases by 1 meter. You can sleep in medium armor without being fatigued.
The third time you take this Feat, requirement Weapon Proficiency 11, the penalty to skill checks decreases by an additional 1. The movement penalty decreases by an additional 1 meter. You can sleep in heavy armor without being fatigued.
Shoot and Scoot
Requirement: | Crossbow List 3 |
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Sav. Throws: | +1 Fortitude, +1 Reflex |
Ability Score: | Dexterity or Charisma |
While performing a Movement Action, you can reduce the loading time of your crossbow by 1 Action. In the case of Light or one-handed Crossbows, you can reload them while moving; in the case of heavy Crossbows, you reduce the loading time by 1 Action.
Silver Crane
Requirement: | Empty Fist List 2, Dexterity 1 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Dexterity or Intelligence |
To benefit from these bonuses, you must not wear armor or shields or magical items that improve Defense. The listed abilities cannot be cumulated with the Armor of the Enchanted Mountain Feat.
The first time you take this Feat, your natural Defense increases by 1 + 1/3 of your Empty Fist points + Dexterity + any modifiers.
The second time you take this Feat, requirement Empty Fist List 4, your Initiative increases by 2 (only with unarmed attacks).
The third time you take this Feat, requirement Empty Fist List 9 and Dexterity 2, you have a bonus to Will saving throws of 2 (cumulative).
The fourth time you take this Feat, requirement Empty Fist List 11, your natural Defense and Initiative increase by 2 (cumulative).
The fifth time you take this Feat, requirement Empty Fist List 13 and Dexterity 3, you have a bonus to Reflex saving throws of 2 (cumulative).
The bonuses are active even if you are not fighting.
Sneak Attack
Requirement: | Weapon Proficiency 3 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Dexterity or Intelligence |
The first time you take this Feat, when the opponent is surprised (see page ) with a melee weapon, if the first attack of combat hits, it causes an additional critical damage.
The second time you take this Feat, requirement Weapon Proficiency 6, you cause 2 additional critical damages.
The third time you take this Feat, requirement Weapon Proficiency 10, you cause 3 additional critical damages.
The fourth time you take this Feat, requirement Weapon Proficiency 12, you cause 4 additional critical damages.
Silent Step
Requirement: | Stealth 1 |
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Sav. Throws: | +1 Reflex, +1 Fortitude |
Ability Score: | Dexterity or Wisdom |
Your step is naturally silent.
The first time you take this Feat, the penalty for moving at full speed using Stealth becomes -1d6.
The second time you take this Feat, requirement Dexterity 3, Stealth 8, you have no penalty for moving at full speed.
Son of Tazher
Requirement: | Devotee or Follower of Tazher, sum of common traits 10 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Dexterity or Wisdom |
When you take this Feat, your shadow becomes the equivalent of an Invisible Servant. The shadow has Defense equal to 10 + highest value Trait in common with Tazher, Saving Throws equal to yours, Hit Points equal to the sum of traits in common with Tazher.
Using 2 Actions, you can summon it again if it should be killed.
Your shadow cannot move away from you more than the sum of traits in common with Tazher in meters. It can be used to Share Spells, Deliver Touch Spells (but you use your attack ability), see also Familiar (page ).
It can be used as a launching point for spells.
You cannot have Familiars. You cannot interact with your Shadow if there are no conditions for there to be a shadow.
Specialist
Requirement: | Magic Proficiency 3 |
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Sav. Throws: | +2 Fortitude |
Ability Score: | Ability modifier for spells or choice |
Choose a spell you know; the Magic Points spent to cast this spell decrease by 1, with a minimun cost of one.
This Feat can be taken multiple times on different spells each time.
Spring
Requirement: | Strength 0 |
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Sav. Throws: | +1 Reflex, +1 Fortitude |
Ability Score: | Dexterity or Strength |
The first time you take this Feat, you can ignore the requirement of 3 meters of running start before a jump.
The second time you take this Feat, when you make a check to jump long or high, you roll 1d6 more.
Stay Down!
Requirement: | Weapon Proficiency 3 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Strength or Charisma |
The first time you take this Feat, when your attack causes two critical hits on an opponent, the force of the blow is such as to make them prone. The opponent must make a Fortitude Saving Throw (DC equal to the last Attack Roll with the weapon that caused the last critical hit) or fall prone. The Feat works on creatures of size equal to or smaller than the character.
The second time you take this Feat, you can also affect creatures one size larger.
The third time you take this Feat, you can also affect creatures two sizes larger. The level 3 is not cumulative with level 2.
Stone Resilience
Requirement: | Constitution 0 |
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Sav. Throws: | none |
Ability Score: | Constitution or Wisdom |
Over time, you have trained your Constitution to withstand impacts, transformations, poisons, and anything else that might try to modify your body.
The first time you take this Feat, you gain a +2 bonus to Fortitude Saving Throws. The bonus is cumulative, +2 the first time, +1 the second, +1 the third.
The fourth time you take this Feat, you can automatically succeed on a Fortitude Saving Throw once per day as a Reaction. This must be declared and does not require rolling the Saving Throw.
Storm of Fury
Requirement: | Empty Fist List 7, Dexterity 1, Strength 1 |
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Sav. Throws: | +2 Reflex, +1 Will |
Ability Score: | Dexterity or Strength |
When you use this Feat, you can declare that you are using the Storm of Fury as your only Action (3 Actions).
You make a single Attack Roll with -1d6, and if you hit with your natural attack, you cause a number of critical damage equal to Empty Fist List/4.
Sure Step
Requirement: | Wisdom 1 |
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Sav. Throws: | +2 Fortitude, +1 Reflex |
Ability Score: | Dexterity or Constitution |
It is the ability to not be slowed down in a hostile environment. It is necessary to declare on which environment you take the Feat. In these environments, natural terrain is not difficult. As long as you move in the chosen environment, you have a +1 to Survival checks.
Environment | Environment | |
---|---|---|
Jungle | Aquatic | Coastal |
Swamp | Hill | Forest |
Plains | Desert | |
Mountain | Glaciers | Tundra |
Urban | Underground |
Each time you take this Feat again, you choose a different environment and add it to the previous one, or you specialize in the same one.
The second time you take this Feat on the same terrain, specializing, you acquire a capability depending on the terrain.
- Jungle / Forest / Hill / Plains: your movement increases by 1 meter on this terrain
- Coastal / Aquatic: swimming speed equal to your movement
- Swamp: +2 to Saving Throws against Poison
- Desert: Fire damage reduction equal to level
- Mountain / Glaciers / Tundra: Cold damage reduction equal to level
- Underground: Low-light vision 9 meters
- Urban: +1 Language, +1 choice in two Knowledge skills
Tactician
Requirement: | Weapon Proficiency 1, Intelligence 1 |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | Intelligence or Charisma |
You have an almost instinctive ability to manage and predict the outcome of combats. Using this Feat costs 1 Action.
You exchange the initiative outcome between two creatures, at least one of which is your ally.
If neither of the two targets has acted yet, then the effect of your Feat is activated immediately. If at least one of them has already acted, then your Feat takes effect in the next round.
The effect lasts only one round, then the targets return to their previous initiatives.
The first time you take this Feat, you can influence a pair of targets that are in melee with each other.
The second time you take this Feat, requirement Intelligence 2, Weapon Proficiency 6, you can exchange the initiative of two pairs that are reciprocally in melee with each other.
The Bigger They Are, The Harder They Fall
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Strength or Charisma |
When you attack a creature at least 2 sizes larger than you, you do +1 additional damage for every 2 Weapon Proficiency points. If it’ **s only one size larger, add 1 more damage for every 3 Weapon Proficiency points.
The Patron is my Weapon
Requirement: | Sum of Common Traits with the Patron 1, being Followers |
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Sav. Throws: | +1 Will, +1 Reflex |
Ability Score: | Ability modifier for spells or choice |
You have no penalty to hit with the Patron’ **s weapon if you are not proficient in its Weapon List.
The first time you take this Feat, you have a +1 to Attack Roll and Damage when using your Patron’ **s preferred Weapon.
The second time you take this Feat, requirement sum of Common Traits 5, Weapon Proficiency 1, the penalty for multiple attacks with the Patron’ **s preferred weapon becomes -4.
The third time you take this Feat, requirement sum of Common Traits with the Patron 10, Weapon Proficiency 4, being Devoted, you can use your Ability modifier for spells to determine the Attack Roll with the Patron’ **s weapon, instead of Strength or Dexterity.
The fourth time you take this Feat, requirement sum of Common Traits with the Patron 10, Weapon Proficiency 5, add +1d6 to the Attack Roll when you make the third attack in the round with the Patron’ **s weapon.
The fifth time you take this Feat, requirement sum of Common Traits with the Patron 13, Weapon Proficiency 6, increase the damage die of your Patron’ **s weapon by one grade.
The sixth time you take this Feat, requirement sum of Common Traits with the Patron 16, gain an additional +1 to Attack Roll and +1 to Damage. The first successful attack in the round with the Patron’ **s weapon always causes critical damage.
The Patron is with me
Requirement: | Devoted, Sum of Common Traits with the Patron 2 |
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Sav. Throws: | +1 Will, +1 Reflex |
Ability Score: | Ability modifier for spells or choice |
The first time you take this Feat, once per day you can reroll a die rolled in the Magic Check for casting a spell.
The second time you take this Feat, requirement sum of Common Traits with the Patron 6, twice per day you can reroll up to 2 dice rolled in the Magic Check for casting a spell.
The third time you take this Feat, requirement sum of Common Traits with the Patron 12, three times per day you can reroll up to 3 dice rolled in the Magic Check for casting a spell.
This Feat can be declared even after the dice are rolled. Any new value obtained with the new roll must be kept or you use this Feat again.
The Shield is my Friend
Requirement: | Weapon Proficiency 1, Magic Proficiency 1 |
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Sav. Throws: | +1 Fortitude, +1 Reflex |
Ability Score: | Dexterity or Constitution |
Your friend is always by your side.
The first time you take this Ability, constant training with the shield allows you to use light shields without penalty to Magic Checks.
The second time you take this Ability, constant training with the shield allows you to use medium shields reducing the Magic Check penalty by 2.
The third time you take this Ability, constant training with the shield allows you to use medium shields without penalty to Magic Checks and reducing it by 2 when using heavy shields.
This is my Dagger
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +2 Fortitude, +1 Reflex |
Ability Score: | Dexterity or Charisma |
When you do critical damage with your dagger, you add an additional critical hit. The Feat is usable once per opponent and is automatically applied to the first critical hit made.
This is my Weapon!
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +2 Fortitude, +1 Will |
Ability Score: | Strength or Charisma |
The first time you take this Feat, each time you hit the same opponent, starting from the second round, you do additional damage (Max +1 per combat round, even if you hit it multiple times in the round) up to a maximum of +5. The first time you miss the opponent in the round, the bonus returns to +0. The bonus can be maintained on only one opponent at a time.
The second time you take this Feat, Weapon Proficiency 5, you can miss your opponent with a strike and not lose the benefits.
Tough Hide
Requirement: | Constitution 2 |
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Sav. Throws: | +2 Fortitude |
Ability Score: | Constitution or Wisdom |
The first time you take this Feat, your skin is extremely resistant. You take 1 less damage when hit by cutting weapons.
The second time you take this Feat, requirement Weapon Proficiency 6, you take 1 less damage when hit by cutting, piercing, bludgeoning weapons. Reduce the Bleeding condition by 1 when acquired.
The third time you take this Feat, requirement Weapon Proficiency 12 and Constitution 3, you take 1 less damage when hit by cutting, piercing, or bludgeoning weapons. You take 1 less damage when hit by magic. Reduce the Bleeding condition by 1 when acquired.
The fourth time you take this Feat, requirement Weapon Proficiency 16, ignore 1 critical hit when hit by cutting, piercing, or bludgeoning weapons and take 1 less damage when hit by magic. Reduce the Bleeding condition by 1 when acquired.
The bonuses are cumulative.
Trackless
Requirement: | Sure Step |
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Sav. Throws: | +2 Will, +1 Reflex |
Ability Score: | Wisdom or Dexterity |
The ability to leave no footprints in the chosen environment. Each time you take this Feat, you can choose a different environment (see the Sure Step Feat) for which you have taken the Feat. The difficulty of the Track check to follow you increases by 10.
Trap Dodging
Requirement: | Dexterity 2 |
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Sav. Throws: | +2 Reflex, +1 Fortitude |
Ability Score: | Dexterity or Intelligence |
The first time you take this Feat, you gain a +1d6 bonus to the Saving Throw to avoid the effect of traps.
The second time you take this Feat, requirement Weapon Proficiency 5, even if the trap does not allow a Saving Throw, your natural inclination to avoid damage grants you a Reflex Saving Throw to halve the damage.
You can also use this Feat, using a Reaction, to avoid Sneak Attack (Reflex Saving Throw higher than opponent’ **s Attack Roll).
Truly Evil Person
Requirement: | Weapon Proficiency 1 |
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Sav. Throws: | +1 Reflex, +1 Will |
Ability Score: | Strength or Charisma |
When you want, you know how to be bad.
WP/4 times a day, add your Weapon Proficiency value to the damage of a single melee attack against a single opponent.
The Feat must be declared before knowing the outcome of the Attack Roll. Costs one Action.
Turn Undead
Requirement: | Common Traits sum 2, be a Devotee or Follower |
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Sav. Throws: | +2 Will, +1 Fortitude |
Ability Score: | Charisma or Wisdom |
By concentrating on the power of your Patron, you channel positive energy and drive away or destroy the undead.
Roll 1d6 + sum of common Traits with the Patron; this total is your Divine Power.
Starting with the weakest undead around you, within a range of 9 meters, check the Divine Power score and the Challenge Rating of the undead.
If the Divine Power is at least double the Challenge Rating, the undead is destroyed, and twice the Challenge Rating is subtracted from the Divine Power value.
If the undead is not destroyed, it makes a Will Saving Throw with a DC equal to 10 + Divine Power to resist being turned. If the Saving Throw fails, the undead is turned; if it succeeds, it is not affected. Whether the Saving Throw succeeds or not, subtract the Challenge Rating from the Divine Power score before moving on to check a new undead.
This Feat can be used a number of times per day equal to your Wisdom, but an undead can only be affected once per day by your effect.
An undead that is turned is under Fear for 1d4 rounds; an undead that is destroyed is reduced to dust and divine energy.
A Devotee of Sixiser, instead of turning and destroying, can dominate the undead for 2d4 rounds (instead of turning it) or for 1 real hour (instead of destroying it).
A Devotee of Thaft gets +1d6 to Divine Power.
Two weapon Fighting
Requirement: | Dexterity 2, Strength 1, Weapon Proficiency 2 |
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Sav. Throws: | +2 Reflex, +1 Fortitude |
Ability Score: | Dexterity or Strength |
The first time you take this Feat, constant and continuous training allows you to reduce the multi-attack penalty given by attacking with the off-hand weapon. When you attack with the off-hand weapon, you accumulate a hit penalty of -4 instead of -5 if the weapon is light.
Requirement Dexterity 3, Weapon Proficiency 12
The second time, if the off-hand weapon is not light, you do not accumulate the additional -3 to hit.
Requirement Weapon Proficiency 18
The third time, the first attack made with the off-hand weapon does not accumulate the multiple attack penalty.
Uncanny Dodge
Requirement: | Dexterity 3 |
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Sav. Throws: | +2 Reflex |
Ability Score: | Dexterity or Wisdom |
The first time you take this Feat, as a Reaction to an opponent’ **s attack Action, you can add +1 to your Defense. You can use this Feat up to 3 times per day.
The second time you take this Feat, requirement Weapon Proficiency 4, an opponent does not gain the flanking bonus to hit against you.
The third time you take this Feat, requirement Weapon Proficiency 8, Dexterity 4, up to two opponents do not gain the flanking bonus to hit.
You can use this Feat even after knowing by how much you were hit.
Unlucky
Requirement: | Lucky, at least 6 points in the sum of Traits |
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Sav. Throws: | +1 Fortitude, +1 Will |
Ability Score: | an ability score of choice |
Once per day, you can transform a 6 rolled by the Narrator (Attack Rolls, Skill Checks, Saving Throws) into a 1. This Feat can be declared once you know the roll made.
Versatile Litany
Requirement: | Entertain Proficiency 6 |
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Sav. Throws: | +1 Will, +1 Reflex |
Ability Score: | Charisma or Dexterity |
Through your performance, you can decide to inspire courage or fear in creatures within 9 meters of you.
The first time you take this Feat, each round, for all influenced creatures, you can decide to apply up to 2 modifiers among: bonus of +4 to Attack Roll or +4 to Defense or -4 to Attack Roll or -4 to Defense.
The opponent is allowed a Will Saving Throw DC equal to 10+CHA+Entertain score. A creature that succeeds in the Saving Throw is immune for that day to new manifestations of this power of yours.
Activating and maintaining the Feat requires 2 Actions. You can maintain the Feat for a number of rounds, even non-consecutive, equal to Entertain score per day.
Creatures must continue to see/hear the performance to remain influenced.
The second time you take this Feat, you can exclude from the effect a number of creatures up to your Charisma score
Warrior of Magic
Requirement: | Weapon Proficiency 2, Magic Proficiency 2 |
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Sav. Throws: | +1 Will, +1 Reflex |
Ability Score: | Ability modifier for spells or Strength |
You follow neither just the path of magic nor that of the sword; your style embraces both in a slash of pure magic.
The first time you take this Feat, you are able to discharge a spell with melee distance through your weapon. You make an Attack Roll and if you hit, in addition to the weapon damage, you also discharge the spell. You must succeed in a Magic Check. In this way, you can only make one attack with the weapon. It costs 3 Actions.
The second time you take this Feat, requirement Weapon Proficiency 3, Magic Proficiency 3, consuming 3 Actions you are able to discharge a spell that is not personal or touch with a ranged weapon. You must succeed in a Magic Check.
The third time you take this Feat, requirement Weapon Proficiency 6, Magic Proficiency 9, you can channel spells up to level 3 through the weapon.
The fourth time you take this Feat, it is no longer necessary to make a Magic Check to discharge the spell with the weapon.
You cannot discharge spells higher than level 3 with this Feat, and the casting time of the spell cannot be more than 2 Actions.
Weapon Artist
Requirement: | Weapon Proficiency 2 |
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Sav. Throws: | +1 Will, +1 Fortitude |
Ability Score: | Dexterity or Strength |
Choose a Weapon List; with these weapons, you get a +1 to hit.
This Feat can be taken multiple times, with at least WP 5,9,13.
If you take this Feat 4 times on the same Weapon List, the bonuses to hit are reduced to +2, instead of +4, but you make the first Attack Rolls two times and choose which roll to keep.
Whirlwind Attack
Requirement: | Weapon Proficiency 12, Entertain 3 |
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Sav. Throws: | +2 Reflex, +1 Fortitude |
Ability Score: | Dexterity or Charisma |
The first time you take this Feat, using 3 Actions, you can perform a single attack (with a penalty of 1d6 to the Attack Roll) against all opponents in melee around you.
The second time you take this Feat, Weapon Proficiency 15, Entertain 5, you have no penalty to the Attack Roll.
Excellence is not an act, but a habit. (Nicomachean Ethics, Aristotele)
To have great power is not to know how to use it wisely. (Earthsea, Ursula K. Le Guin)
Power without wisdom is the most dangerous of combinations. (Elric di Melnibonè, Michael Moorcock)
Feat Grouping by Style
To facilitate the transition for those coming from other role-playing games with classes, the Feats are divided here for the most canonical classes. These are clearly just guidelines; in OBSS, the character can be built as preferred and as the story they live is instructing them.
Lv | Tank Fighter | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | My Skin - Second Skin |
2 | 2 | 0 | 2d6+6 | Ready Defense |
3 | 3 | 0 | 3d6+9 | Parry |
4 | 4 | 0 | 4d6+12 | Tough Hide |
5 | 5 | 0 | 5d6+15 | Opportunist |
6 | 6 | 0 | 6d6+18 | Improved Initiative |
7 | 7 | 0 | 7d6+21 | Stone Resilience |
8 | 8 | 0 | 8d6+24 | |
9 | 9 | 0 | 9d6+27 | Second Skin (2nd) |
10 | 10 | 0 | 10d6+30 | Robust |
11 | 11 | 0 | 11d6+33 | |
12 | 12 | 0 | 12d6+36 | Tough Hide (2nd) |
13 | 13 | 0 | 13d6+39 | Iron Will |
14 | 14 | 0 | 14d6+42 | |
15 | 15 | 0 | 15d6+45 | Second Skin (3rd) |
16 | 16 | 0 | 16d6+48 | Hard to Kill |
17 | 17 | 0 | 17d6+51 | |
18 | 18 | 0 | 18d6+54 | Lightning Reflexes |
19 | 19 | 0 | 19d6+57 | |
20 | 20 | 0 | 20d6+60 | Colossus |
Babarian
Lv | Barbarian | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Ferocity - Fury |
2 | 2 | 0 | 2d6+6 | Mighty Blows |
3 | 3 | 0 | 3d6+9 | Press On |
4 | 4 | 0 | 4d6+12 | Ferocity (2nd) |
5 | 5 | 0 | 5d6+15 | One Arm, One Weapon |
6 | 6 | 0 | 6d6+18 | My Death Your Death |
7 | 7 | 0 | 7d6+21 | Ferocity (3rd) |
8 | 8 | 0 | 8d6+24 | |
9 | 9 | 0 | 9d6+27 | Press On (2nd) |
10 | 10 | 0 | 10d6+30 | First Blood |
11 | 11 | 0 | 11d6+33 | |
12 | 12 | 0 | 12d6+36 | Ferocity (4th) |
13 | 13 | 0 | 13d6+39 | One Arm, One Weapon (2nd) |
14 | 14 | 0 | 14d6+42 | |
15 | 15 | 0 | 15d6+45 | The Bigger They Are, The Harder They Fall |
16 | 16 | 0 | 16d6+48 | Forged in Fury |
17 | 17 | 0 | 17d6+51 | |
18 | 18 | 0 | 18d6+54 | Truly Evil Person |
19 | 19 | 0 | 19d6+57 | |
20 | 20 | 0 | 20d6+60 | Colossus |
Duelist Fighter
Lv | Duelist Fighter | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Focused Weapon - Blade Dance |
2 | 2 | 0 | 2d6+6 | Improved Initiative |
3 | 3 | 0 | 3d6+9 | Parry |
4 | 4 | 0 | 4d6+12 | Quick Draw |
5 | 5 | 0 | 5d6+15 | Iaijutsu |
6 | 6 | 0 | 6d6+18 | Weapon Artist |
7 | 7 | 0 | 7d6+21 | Blade Dance (2nd) |
8 | 8 | 0 | 8d6+24 | |
9 | 9 | 0 | 9d6+27 | Parry (2nd) |
10 | 10 | 0 | 10d6+30 | Uncanny Dodge |
11 | 11 | 0 | 11d6+33 | |
12 | 12 | 0 | 12d6+36 | Iaijutsu (2nd) |
13 | 13 | 0 | 13d6+39 | Weapon Artist (2nd) |
14 | 14 | 0 | 14d6+42 | |
15 | 15 | 0 | 15d6+45 | Blade Dance (3rd) |
16 | 16 | 0 | 16d6+48 | Lightning Reflexes |
17 | 17 | 0 | 17d6+51 | |
18 | 18 | 0 | 18d6+54 | Iaijutsu (3rd) |
19 | 19 | 0 | 19d6+57 | |
20 | 20 | 0 | 20d6+60 | Whirlwind Attack |
Acrobat Rogue
Lv | Acrobat Rogue | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Quick Draw - Silent Step |
2 | 2 | 0 | 2d6+6 | Opportunist |
3 | 3 | 0 | 3d6+9 | Sneak Attack |
4 | 4 | 0 | 4d6+12 | Trap Dodging |
5 | 5 | 0 | 5d6+15 | Clinical Eye |
6 | 6 | 0 | 6d6+18 | Sneak Attack (2nd) |
7 | 7 | 0 | 7d6+21 | Perceptive |
8 | 8 | 0 | 8d6+24 | |
9 | 9 | 0 | 9d6+27 | Silent Step (2nd) |
10 | 10 | 0 | 10d6+30 | Uncanny Dodge |
11 | 11 | 0 | 11d6+33 | |
12 | 12 | 0 | 12d6+36 | Sneak Attack (3rd) |
13 | 13 | 0 | 13d6+39 | Trap Dodging (2nd) |
14 | 14 | 0 | 14d6+42 | |
15 | 15 | 0 | 15d6+45 | Sneak Attack (4th) |
16 | 16 | 0 | 16d6+48 | Hit and Run |
17 | 17 | 0 | 17d6+51 | |
18 | 18 | 0 | 18d6+54 | Debilitating Strike |
19 | 19 | 0 | 19d6+57 | |
20 | 20 | 0 | 20d6+60 | Paralyzing Strike |
Assassin
Lv | Assassin | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Sneak Attack - Silent Step |
2 | 2 | 0 | 2d6+6 | Quick Draw |
3 | 3 | 0 | 3d6+9 | Opportunist |
4 | 4 | 0 | 4d6+12 | This is my Dagger |
5 | 5 | 0 | 5d6+15 | Trap Dodging |
6 | 6 | 0 | 6d6+18 | Sneak Attack (2nd) |
7 | 7 | 0 | 7d6+21 | Perceptive |
8 | 8 | 0 | 8d6+24 | |
9 | 9 | 0 | 9d6+27 | Silent Step (2nd) |
10 | 10 | 0 | 10d6+30 | Clinical Eye |
11 | 11 | 0 | 11d6+33 | |
12 | 12 | 0 | 12d6+36 | Sneak Attack (3rd) |
13 | 13 | 1 | 13d6+39 | Magic Adept |
14 | 14 | 1 | 14d6+42 | |
15 | 15 | 1 | 15d6+45 | Sneak Attack (4th) |
16 | 15 | 2 | 16d6+45 | Combat Caster |
17 | 15 | 3 | 17d6+45 | |
18 | 15 | 4 | 18d6+45 | Debilitating Strike |
19 | 15 | 5 | 19d6+45 | |
20 | 15 | 5 | 20d6+45 | Paralyzing Strike |
Explorer Ranger
Lv | Explorer Ranger | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Sure Step - Precise Shot |
2 | 2 | 0 | 2d6+6 | Bloodhound |
3 | 3 | 0 | 3d6+9 | Hawk Eye |
4 | 4 | 0 | 4d6+12 | Fast Step |
5 | 5 | 0 | 5d6+15 | One with the Bow |
6 | 6 | 0 | 6d6+18 | Perfectionist |
7 | 7 | 0 | 7d6+21 | Sure Step (specialization) |
8 | 8 | 0 | 8d6+24 | |
9 | 9 | 0 | 9d6+27 | Trackless |
10 | 10 | 0 | 10d6+30 | Blind Fighting |
11 | 11 | 0 | 11d6+33 | |
12 | 12 | 0 | 12d6+36 | Rapid Shot |
13 | 13 | 1 | 13d6+39 | Magic Adept |
14 | 14 | 1 | 14d6+42 | |
15 | 15 | 1 | 15d6+45 | Bloodhound (2nd) |
16 | 15 | 2 | 16d6+45 | Brew Potions |
17 | 15 | 3 | 17d6+45 | |
18 | 15 | 4 | 18d6+45 | Hawk Eye (2nd) |
19 | 15 | 5 | 19d6+45 | |
20 | 15 | 5 | 20d6+45 | One with the Bow (2nd) |
Beast Ranger
Lv | Beast Ranger | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Pet / Familiar - Sure Step |
2 | 2 | 0 | 2d6+6 | Bloodhound |
3 | 2 | 1 | 3d6+6 | Magic Adept |
4 | 3 | 1 | 4d6+9 | Pet / Familiar (2nd) |
5 | 3 | 2 | 5d6+9 | Animalia |
6 | 4 | 2 | 6d6+12 | Precise Shot |
7 | 4 | 3 | 7d6+12 | Daughter of Shayalia |
8 | 5 | 3 | 8d6+15 | |
9 | 5 | 4 | 9d6+15 | Sure Step (specialization) |
10 | 6 | 4 | 10d6+18 | Hawk Eye |
11 | 6 | 5 | 11d6+18 | |
12 | 7 | 5 | 12d6+21 | Animalia (2nd) |
13 | 7 | 6 | 13d6+21 | Bloodhound (2nd) |
14 | 8 | 6 | 14d6+24 | |
15 | 8 | 7 | 15d6+24 | Daughter of Shayalia (2nd) |
16 | 9 | 7 | 16d6+27 | Trackless |
17 | 9 | 8 | 17d6+27 | |
18 | 10 | 8 | 18d6+30 | Rapid Shot |
19 | 11 | 8 | 19d6+33 | |
20 | 12 | 8 | 20d6+36 | One with the Bow |
Traditional Paladin
Lv | Traditional Paladin | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | The Patron is my Weapon - Retaliation |
2 | 1 | 1 | 2d6+3 | Magic Adept |
3 | 2 | 1 | 3d6+6 | Laying on Hands |
4 | 2 | 2 | 4d6+6 | Armor of the Devoted |
5 | 3 | 2 | 5d6+9 | The Patron is my Weapon (2nd) |
6 | 3 | 3 | 6d6+9 | Turn Undead |
7 | 4 | 3 | 7d6+12 | Laying on Hands (2nd) |
8 | 4 | 4 | 8d6+12 | |
9 | 5 | 4 | 9d6+15 | The Shield is my Friend |
10 | 5 | 5 | 10d6+15 | The Patron is with me |
11 | 6 | 5 | 11d6+18 | |
12 | 6 | 6 | 12d6+18 | Armor of the Devoted (2nd) |
13 | 7 | 6 | 13d6+21 | Power of the Patron |
14 | 7 | 7 | 14d6+21 | |
15 | 8 | 7 | 15d6+24 | The Patron is my Weapon (3rd) |
16 | 8 | 8 | 16d6+24 | Laying on Hands (3rd) |
17 | 9 | 8 | 17d6+27 | |
18 | 9 | 9 | 18d6+27 | Channel Energy |
19 | 10 | 9 | 19d6+30 | |
20 | 10 | 10 | 20d6+30 | The Patron is my Weapon (4th) |
Templar Paladin
Lv | Templar Paladin | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | The Patron is my Weapon - Retaliation |
2 | 2 | 0 | 2d6+6 | This is my Weapon! |
3 | 3 | 0 | 3d6+9 | Second Skin |
4 | 4 | 0 | 4d6+12 | My Skin |
5 | 5 | 0 | 5d6+15 | The Patron is my Weapon (2nd) |
6 | 6 | 0 | 6d6+18 | Opportunist |
7 | 7 | 0 | 7d6+21 | Iron Will |
8 | 8 | 0 | 8d6+24 | |
9 | 9 | 0 | 9d6+27 | Stone Resilience |
10 | 10 | 0 | 10d6+30 | The Patron is my Weapon (3rd) |
11 | 11 | 0 | 11d6+33 | |
12 | 12 | 0 | 12d6+36 | Second Skin (2nd) |
13 | 13 | 1 | 13d6+39 | Magic Adept |
14 | 14 | 1 | 14d6+42 | |
15 | 15 | 1 | 15d6+45 | The Patron is my Weapon (4th) |
16 | 15 | 2 | 16d6+45 | Laying on Hands |
17 | 15 | 3 | 17d6+45 | |
18 | 15 | 4 | 18d6+45 | The Patron is my Weapon (5th) |
19 | 15 | 5 | 19d6+45 | |
20 | 15 | 5 | 20d6+45 | The Patron is my Weapon (6th) |
Academic Wizard
Lv | Academic Wizard | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 0 | 1 | 1d6 | Magic Adept - One with Magic |
2 | 0 | 2 | 2d6 | Scholar |
3 | 0 | 3 | 3d6 | Prodigious |
4 | 0 | 4 | 4d6 | Magic Adept (2nd) |
5 | 0 | 5 | 5d6 | Powerful Magics |
6 | 0 | 6 | 6d6 | Focused |
7 | 0 | 7 | 7d6 | Scribe |
8 | 0 | 8 | 8d6 | |
9 | 0 | 9 | 9d6 | Magic Battery |
10 | 0 | 10 | 10d6 | Specialist |
11 | 0 | 11 | 11d6 | |
12 | 0 | 12 | 12d6 | Create Magic Items |
13 | 0 | 13 | 13d6 | Prodigious (2nd) |
14 | 0 | 14 | 14d6 | |
15 | 0 | 15 | 15d6 | Magic Adept (3rd) |
16 | 0 | 16 | 16d6 | Focused (2nd) |
17 | 0 | 17 | 17d6 | |
18 | 0 | 18 | 18d6 | Powerful Magics (2nd) |
19 | 0 | 19 | 19d6 | |
20 | 0 | 20 | 20d6 | Magic Adept (4th) |
Sorcerer
Lv | Sorcerer | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 0 | 1 | 1d6 | Magic Adept - Magic Battery |
2 | 0 | 2 | 2d6 | Elementalist |
3 | 0 | 3 | 3d6 | Extended Battery |
4 | 0 | 4 | 4d6 | Focused |
5 | 0 | 5 | 5d6 | Powerful Magics |
6 | 0 | 6 | 6d6 | Loaded Dice |
7 | 0 | 7 | 7d6 | Elementalist (2nd) |
8 | 0 | 8 | 8d6 | |
9 | 0 | 9 | 9d6 | One Hit One Kill |
10 | 0 | 10 | 10d6 | Magic Battery (2nd) |
11 | 0 | 11 | 11d6 | |
12 | 0 | 12 | 12d6 | Loaded Dice (2nd) |
13 | 0 | 13 | 13d6 | Focused (2nd) |
14 | 0 | 14 | 14d6 | |
15 | 0 | 15 | 15d6 | Magic Adept (2nd) |
16 | 0 | 16 | 16d6 | Powerful Magics (2nd) |
17 | 0 | 17 | 17d6 | |
18 | 0 | 18 | 18d6 | Cautious Caster |
19 | 0 | 19 | 19d6 | |
20 | 0 | 20 | 20d6 | One with Magic |
Healer Cleric
Lv | Healer Cleric | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Healer - Magic Adept |
2 | 1 | 1 | 2d6+3 | Laying on Hands |
3 | 2 | 1 | 3d6+6 | Faithful |
4 | 2 | 2 | 4d6+6 | One with Magic |
5 | 3 | 2 | 5d6+9 | Laying on Hands (2nd) |
6 | 3 | 3 | 6d6+9 | Channel Energy |
7 | 4 | 3 | 7d6+12 | Turn Undead |
8 | 4 | 4 | 8d6+12 | |
9 | 5 | 4 | 9d6+15 | Healer (2nd) or Magic Adept |
10 | 5 | 5 | 10d6+15 | The Patron is with me |
11 | 5 | 6 | 11d6+15 | |
12 | 5 | 7 | 12d6+15 | Laying on Hands (3rd) |
13 | 5 | 8 | 13d6+15 | Power of the Patron |
14 | 5 | 9 | 14d6+15 | |
15 | 5 | 10 | 15d6+15 | Laying on Hands (4th) |
16 | 5 | 11 | 16d6+15 | Channel Energy (2nd) |
17 | 5 | 12 | 17d6+15 | |
18 | 5 | 13 | 18d6+15 | Laying on Hands (5th) |
19 | 5 | 14 | 19d6+15 | |
20 | 5 | 15 | 20d6+15 | Laying on Hands (6th) |
Warrior Cleric
Lv | Warrior Cleric | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | The Patron is my Weapon - Magic Adept |
2 | 1 | 1 | 2d6+3 | Laying on Hands |
3 | 2 | 1 | 3d6+6 | Armor of the Devoted |
4 | 2 | 2 | 4d6+6 | Turn Undead |
5 | 3 | 2 | 5d6+9 | The Patron is my Weapon (2nd) |
6 | 3 | 3 | 6d6+9 | The Shield is my Friend |
7 | 4 | 3 | 7d6+12 | One with Magic |
8 | 4 | 4 | 8d6+12 | |
9 | 5 | 4 | 9d6+15 | Laying on Hands (2nd) |
10 | 5 | 5 | 10d6+15 | The Patron is with me |
11 | 6 | 5 | 11d6+18 | |
12 | 6 | 6 | 12d6+18 | Armor of the Devoted (2nd) |
13 | 7 | 6 | 13d6+21 | Power of the Patron |
14 | 7 | 7 | 14d6+21 | |
15 | 8 | 7 | 15d6+24 | The Patron is my Weapon (3rd) |
16 | 8 | 8 | 16d6+24 | Channel Energy |
17 | 9 | 8 | 17d6+27 | |
18 | 9 | 9 | 18d6+27 | Armor of the Devoted (3rd) |
19 | 10 | 9 | 19d6+30 | |
20 | 10 | 10 | 20d6+30 | The Patron is my Weapon (4th) |
Naturalist Druid
Lv | Naturalist Druid | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Brew Potions - Magic Adept |
2 | 1 | 1 | 2d6+3 | Daughter of Shayalia |
3 | 2 | 1 | 3d6+6 | Sure Step |
4 | 2 | 2 | 4d6+6 | Elementalist |
5 | 3 | 2 | 5d6+9 | Pet / Familiar |
6 | 3 | 3 | 6d6+9 | One with Magic |
7 | 4 | 3 | 7d6+12 | Brew Potions (2nd) |
8 | 4 | 4 | 8d6+12 | |
9 | 5 | 4 | 9d6+15 | Daughter of Shayalia (2nd) |
10 | 5 | 5 | 10d6+15 | Focused |
11 | 5 | 6 | 11d6+15 | |
12 | 5 | 7 | 12d6+15 | Elementalist (2nd) |
13 | 5 | 8 | 13d6+15 | Elemental Form |
14 | 5 | 9 | 14d6+15 | |
15 | 5 | 10 | 15d6+15 | Pet / Familiar (2nd) |
16 | 5 | 11 | 16d6+15 | Daughter of Shayalia (3rd) |
17 | 5 | 12 | 17d6+15 | |
18 | 5 | 13 | 18d6+15 | Powerful Magics |
19 | 5 | 14 | 19d6+15 | |
20 | 5 | 15 | 20d6+15 | Prodigious |
Shapeshifter Druid
Lv | Shapeshifter Druid | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Brew Potions - Magic Adept |
2 | 1 | 1 | 2d6+3 | Animalia |
3 | 2 | 1 | 3d6+6 | Daughter of Shayalia |
4 | 2 | 2 | 4d6+6 | Pure Blood |
5 | 3 | 2 | 5d6+9 | Animalia (2nd) |
6 | 3 | 3 | 6d6+9 | Elemental Form |
7 | 4 | 3 | 7d6+12 | Sure Step |
8 | 4 | 4 | 8d6+12 | |
9 | 5 | 4 | 9d6+15 | Pure Blood (2nd) |
10 | 5 | 5 | 10d6+15 | Animalia (3rd) |
11 | 6 | 5 | 11d6+18 | |
12 | 6 | 6 | 12d6+18 | Daughter of Shayalia (2nd) |
13 | 7 | 6 | 13d6+21 | Elemental Form (2nd) |
14 | 7 | 7 | 14d6+21 | |
15 | 8 | 7 | 15d6+24 | Pure Blood (3rd) |
16 | 8 | 8 | 16d6+24 | Animalia (4th) |
17 | 8 | 9 | 17d6+24 | |
18 | 8 | 10 | 18d6+24 | Daughter of Shayalia (3rd) |
19 | 8 | 11 | 19d6+24 | |
20 | 8 | 12 | 20d6+24 | Daughter of Shayalia (4th) |
Enchanter Bard
Lv | Enchanter Bard | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Inspire Courage - Magic Adept |
2 | 1 | 1 | 2d6+3 | Combat Caster |
3 | 2 | 1 | 3d6+6 | Instill Fear |
4 | 2 | 2 | 4d6+6 | Expert |
5 | 3 | 2 | 5d6+9 | Inspire Courage (2nd) |
6 | 3 | 3 | 6d6+9 | Versatile Litany |
7 | 4 | 3 | 7d6+12 | Focused |
8 | 4 | 4 | 8d6+12 | |
9 | 5 | 4 | 9d6+15 | Instill Fear (2nd) |
10 | 5 | 5 | 10d6+15 | Warrior of Magic |
11 | 6 | 5 | 11d6+18 | |
12 | 6 | 6 | 12d6+18 | Inspire Courage (3rd) |
13 | 7 | 6 | 13d6+21 | One with Magic |
14 | 7 | 7 | 14d6+21 | |
15 | 8 | 7 | 15d6+24 | Versatile Litany (2nd) |
16 | 8 | 8 | 16d6+24 | Powerful Magics |
17 | 8 | 9 | 17d6+24 | |
18 | 8 | 10 | 18d6+24 | Infuse Magical Energy |
19 | 8 | 11 | 19d6+24 | |
20 | 8 | 12 | 20d6+24 | Prodigious |
Blade Bard
Lv | Blade Bard | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Blade Dance - Inspire Courage |
2 | 2 | 0 | 2d6+6 | Focused Weapon |
3 | 3 | 0 | 3d6+9 | Tactician |
4 | 4 | 0 | 4d6+12 | Blade Dance (2nd) |
5 | 5 | 0 | 5d6+15 | Infuriate |
6 | 6 | 0 | 6d6+18 | Coordinated Damage |
7 | 7 | 0 | 7d6+21 | Blade Dance (3rd) |
8 | 8 | 0 | 8d6+24 | |
9 | 9 | 0 | 9d6+27 | Inspire Courage (2nd) |
10 | 10 | 0 | 10d6+30 | Whirlwind Attack |
11 | 11 | 0 | 11d6+33 | |
12 | 12 | 0 | 12d6+36 | Iaijutsu |
13 | 12 | 1 | 13d6+36 | Magic Adept |
14 | 12 | 2 | 14d6+36 | |
15 | 12 | 3 | 15d6+36 | Coordinated Damage (2nd) |
16 | 12 | 4 | 16d6+36 | Warrior of Magic |
17 | 12 | 5 | 17d6+36 | |
18 | 12 | 6 | 18d6+36 | Infuse Magical Energy |
19 | 12 | 7 | 19d6+36 | |
20 | 12 | 8 | 20d6+36 | Versatile Litany |
Mystic Monk
Lv | Mystic Monk | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Silver Crane - Psychic Energy |
2 | 1 | 1 | 2d6+3 | Iron Fist |
3 | 2 | 1 | 3d6+6 | Psychic Strike |
4 | 2 | 2 | 4d6+6 | Armor of the Enchanted Mountain |
5 | 3 | 2 | 5d6+9 | Silver Crane (2nd) |
6 | 3 | 3 | 6d6+9 | Iron Fist (2nd) |
7 | 4 | 3 | 7d6+12 | Fast Step |
8 | 4 | 4 | 8d6+12 | |
9 | 5 | 4 | 9d6+15 | Psychic Strike (2nd) |
10 | 5 | 5 | 10d6+15 | Psychic Ray |
11 | 6 | 5 | 11d6+18 | |
12 | 6 | 6 | 12d6+18 | Iron Will |
13 | 7 | 6 | 13d6+21 | Iron Fist (3rd) |
14 | 7 | 7 | 14d6+21 | |
15 | 8 | 7 | 15d6+24 | Armor of the Enchanted Mountain (2nd) |
16 | 8 | 8 | 16d6+24 | Storm of Fury |
17 | 9 | 8 | 17d6+27 | |
18 | 9 | 9 | 18d6+27 | Silver Crane (3rd) |
19 | 10 | 9 | 19d6+30 | |
20 | 10 | 10 | 20d6+30 | Phoenix Wings |
Devote
Lv | Devote | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Son of Tazher - Faithful |
2 | 1 | 1 | 2d6+3 | Magic Adept |
3 | 2 | 1 | 3d6+6 | The Patron is with me |
4 | 2 | 2 | 4d6+6 | Black Siphon |
5 | 3 | 2 | 5d6+9 | Power of the Patron |
6 | 3 | 3 | 6d6+9 | Focused |
7 | 4 | 3 | 7d6+12 | Magic Battery |
8 | 4 | 4 | 8d6+12 | |
9 | 5 | 4 | 9d6+15 | The Patron is with me (2nd) |
10 | 5 | 5 | 10d6+15 | Mental Wall |
11 | 5 | 6 | 11d6+15 | |
12 | 5 | 7 | 12d6+15 | Create Magic Items |
13 | 5 | 8 | 13d6+15 | Faithful (2nd) |
14 | 5 | 9 | 14d6+15 | |
15 | 5 | 10 | 15d6+15 | Magic Adept (2nd) |
16 | 5 | 11 | 16d6+15 | The Patron is with me (3rd) |
17 | 5 | 12 | 17d6+15 | |
18 | 5 | 13 | 18d6+15 | Powerful Magics |
19 | 5 | 14 | 19d6+15 | |
20 | 5 | 15 | 20d6+15 | Magic Adept (3nd) |
Spellsword Magus
Lv | Spellsword Magus | Abilities | ||
---|---|---|---|---|
WC | MC | HP | ||
1 | 1 | 0 | 1d6+3 | Focused Weapon - Combat Caster |
2 | 1 | 1 | 2d6+3 | Magic Adept |
3 | 2 | 1 | 3d6+6 | Warrior of Magic |
4 | 2 | 2 | 4d6+6 | Infuse Magical Energy |
5 | 3 | 2 | 5d6+9 | Magical Roots |
6 | 3 | 3 | 6d6+9 | Warrior of Magic (2nd) |
7 | 4 | 3 | 7d6+12 | Combat Caster (2nd) |
8 | 4 | 4 | 8d6+12 | |
9 | 5 | 4 | 9d6+15 | Infuse Superior Magical Energy |
10 | 5 | 5 | 10d6+15 | One Hit One Kill |
11 | 6 | 5 | 11d6+18 | |
12 | 6 | 6 | 12d6+18 | Warrior of Magic (3rd) |
13 | 7 | 6 | 13d6+21 | Focused |
14 | 7 | 7 | 14d6+21 | |
15 | 8 | 7 | 15d6+24 | Warrior of Magic (4th) |
16 | 8 | 8 | 16d6+24 | Infuse Superior Magical Energy (2nd) |
17 | 9 | 8 | 17d6+27 | |
18 | 9 | 9 | 18d6+27 | Combat Caster (3rd) |
19 | 10 | 9 | 19d6+30 | |
20 | 10 | 10 | 20d6+30 | Magic Adept (2nd) |