Feats are gained at every odd level, and grant characters an edge in combat and other scenarios.
Various different types of feats exist:
Abbreviations:
Feat Layout:
Name: Feat Name
Prerequisites: Feat Prerequisites (if any)
Description: The description of the feat, how it works, and if there are any special parameters which allow it to work or not.
Always Ready
Prerequisites: Ready for Anything, Level 7
Description: You and your allies gain a +0k1 to skill checks while in a Skill Scene.
Arcane Armor Training
Prerequisites: Armor Proficiency/proficient in armor
Description: You do not take the normal Spell Failure chance when wearing armor.
Armor Proficiency
Prerequisites: None
Description: While wearing armor, you don’t suffer the armor penalty on armor to attack. Magic using characters still suffer the spell penalty, as this feat doesn’t negate it.
Bite the Bullet
Prerequisites: Endurance 4
Description: Add ½ of your Endurance bonus onto Mental Defense. This does not apply against intimidation, duel of wits, or illusions.
Cyber Hacker
Prerequisites: Use Computers is trained
Description: You gain a +1k1 bonus on Use Computers checks made to hack.
Deep Pockets
Prerequisites: None
Description: When making checks to hide objects on your person, so long as you’re wearing a full set of clothes, you can ignore the penalty from Bulky, and two-handed weapons can be hidden while being considered Bulky instead with the penalty.
Deeply Religious
Prerequisites: Must worship a deity
Description: You gain the Chaplain’s Devotion ability, however instead of affecting your spellcasting you gain a +1 to all Defenses while the Devotion is over 0, and a -1 to all Defenses if it ever reaches 0. Chaplains can take this feat and benefit from it as well, but taking it also increases their Devotion by 2.
Deific Obedience
Prerequisites: Deeply Religious
Description: You are considered proficient with the deity’s favored weapon, gain a +1k0 on attacks with your deity’s favored weapon, and gain a bonus to attack and damage equal to half your Devotion (with a maximum equal to your level).
Disinterest
Prerequisites: Must worship a deity
Description: You have sworn off many of the pleasures of the flesh, or related activities such as gambling and drug use. Though this does not exempt you from taking part of these actions at your own discretion, people struggle to tempt you compared to other individuals.
You gain a bonus equal to double your level to Mental Defense against Deception or Persuasion checks made in an attempt to convince you to take part in sex, drugs, or gambling.
Dominating Presence
Prerequisites: Level 3
Description: At the start of combat if you are the closest to an enemy, they must attack you in any way they can and to the best of their ability. They cannot attack your allies. In Duel of Wits, opponents receive a -1 Stress on the first turn.
Feather Step
Prerequisites: Level 11
Description: You can walk on incredibly light surfaces without the need of an Acrobatics check. This includes tightropes, clotheslines, quicksand, and even water.
Godless Resistance
Prerequisites: Atheist
Description: You are unaffected by holy and unholy healing and damage, and once per encounter as an immediate action you can recover HP equal to 1/2 your level.
Happen Upon
Prerequisites: Luck 4
Description: Use Luck on an Awareness check.
Heightened Senses
Prerequisites: None
Description: Choose one of your five senses (sight, hearing, touch, smell, and taste). When making Awareness checks related to this sense, you gain a +5. This can be taken multiple times, each time choosing a new sense.
Inspiration
Prerequisites: Smarts 4
Description: Gain a pool of inspiration equal to 1 + Smarts (minimum of 2). One point can be spent on any Knowledge check to grant a +1k0 to the roll.
Name: Inspiration, Improved
Prerequisites: Inspiration, Smarts 6
Description: Inspiration can now be used on any skill check which uses Smarts. In addition, up to two points can be spent now for a +2k0 or a +0k1.
Name: Inspiration, Greater
Prerequisites: Improved Inspiration
Description: Inspiration can now be used on any skill check. In addition, up to four points can be spent now for a +4k0, +0k2, or a +2k1.
Interposing Block
Prerequisites: None
Description: If an adjacent ally would take damage, you can instead take the damage for them. This can be used once per encounter.
It Just So Happens...
Prerequisites: Luck 4
Description: Use Luck for initiative.
Jack of All Trades
Prerequisites: Smarts 4
Description: When making a test with an untrained skill, you gain a +1k0 to the skill.
Jaded
Prerequisites: Level 9
Description: You are unaffected by Stress damage from natural sources (seeing horrific gore, disturbing imagery, and so on). Supernatural effects still affect you. In addition to this, you gain a bonus 2 to Stress when in a Duel of Wits.
Just as Planned
Prerequisites: Smarts 4
Description: Use Smarts for Initiative.
Legendary Renown
Prerequisites: Level 15
Description: NPCs may recognize you for your deeds, either good or bad. When interacting with NPCs, they must roll a DC 8 Knowledge (Culture, Celebrities, Local, or other applicable variations) in order to recognize you. On a success, you gain a +1k1 on all skill checks against that NPC. This lasts so long as they remember you.
Lick of the Flame
Prerequisites: Fire Resistance, Level 5
Description: You are immune to catching on fire. Normally, catching on fire does only 1 point of damage which is resisted by Fire Resistance, however any effects which would deal more fire damage (such as from a class ability), or your items catching on fire does not occur.
Light Sleeper
Prerequisites: Level 9
Description: When asleep you are not considered helpless, even if the sleep is magically induced. Being knocked unconscious through damage still leaves you helpless however.
Linguist
Prerequisites: None
Description: Gain a number of bonus languages equal to 1 + Smarts (minimum 2).
Magic Conduit
Prerequisites: Level 5
Description: Adjacent allied spellcasters can use your MP to cast spells instead of their own. This can be activated as a move action once per combat per character.
Magical Knack
Prerequisites: Magic or Resistance 4
Description: Use Magic on Knowledge checks related to Magic, and gain a bonus to these skill checks equal to Resistance.
Meditation
Prerequisites: Level 3
Description: Once per day you can meditate for 30 minutes to regain a spent use of your Luck rerolls per day.
Mental Projection
Prerequisites: Level 17
Description: When someone attempts you read your thoughts and your Smarts is higher than theirs, you can choose what they see in your thoughts. If theirs is higher they need to make a Smarts test against your Mental Defense to bypass this ability.
Never Give Up
Prerequisites: None
Description: When you reach 0 HP you don’t fall unconscious. In addition to this, you only die at a negative equal to 2 + double Endurance (minimum of -3).
One with the Dark
Prerequisites: Skill Focus (Stealth)
Description: You can make Stealth checks in the dark as if you had concealment, even against opponents with a light source or Darkvision.
Opportune Heal
Prerequisites: Level 5
Description: If an enemy would provoke an attack of opportunity from you, you can instead use that attack to heal yourself with a spell or special ability which can be activated as a standard action, move action, or swift action (treating it as an immediate action for the purpose of the attack of opportunity). Even if you have Combat Reflexes this use of an attack of opportunity can only be done once per turn.
Peacekeeper
Prerequisites: None
Description: Gain a +2 bonus to Deception and Persuasion checks. In addition to this while in combat you take a -5 penalty to hit and damage and enemies trying to attack you also take this penalty. This penalty goes away if you make an act of aggression towards an enemy. You also gain a bonus on healing spells equal to your Luck.
Psychokinetic Pull
Prerequisites: The ability to cast Psychic magic or Smarts 6
Description: You can spend a move action to pull an object with a weight of 2 lbs. per point of Smarts into your hands. This object must be unoccupied and not living.
Pupil
Prerequisites: Level 7
Description: Gain a squire, servant, or other such faithful companion who follows you and aids you. This ally’s level is half that of your own (starting at level 3 if this is taken at 7th level) and they obey your orders. If they are killed, it takes 24 hours to replace the slain pupil (assuming new candidates are available).
Rapier Wit
Prerequisites: Smarts 4
Description: Use Smarts on a Persuasion check.
Ready for Anything
Prerequisites: Level 3
Description: You and your allies gain a +2k0 to skill checks while in a Skill Scene.
Resilient Body
Prerequisites: Endurance 8
Description: Upon being taken, this feat grants you a +1 bonus to Soak.
Scrap King
Prerequisites: Artisan (Any) or Spellcraft
Description: You are exceptionally skilled at creating items, and are able to use whatever tools are given to you in order to do so. When crafting an item, if there is scrap available or an animal carcass, these can be used in the creation of an item. Some limits may be imposed to this by the GM's discretion.
Second Wind
Prerequisites: None
Description: Once per encounter take a second wind to regain a number of HP equal to half of your total HP. Doing this is a swift action.
Shake it Off
Prerequisites: Endurance 4
Description: Once per encounter you can choose to make a Dodge check, but this is against an attack which targets Bodily Defense. This Dodge check uses Endurance.
Sift Through the Crowd
Prerequisites: None
Description: Crowds of people are not considered difficult terrain for you.
Skill Focus
Prerequisites: None
Description: Choose a single skill. When making checks with this skill, reroll 1s. This feat can be taken multiple times, each time gaining Skill Focus in a new skill.
Skill Mastery
Prerequisites: Skill Focus, Level 7
Description: All skills which you have Skill Focus for can explode on 10s.
Skill Training
Prerequisites: None
Description: Choose a skill you don’t have trained. You can count yourself as having training in that skill. This feat can be taken multiple times (up to your Smarts), each time gaining training in a new skill.
Skillful Potion
Prerequisites: None
Description: When using a potion, increase the healing by +50%.
Slippery
Prerequisites: Level 15
Description: You are unable to be grappled so long as you are conscious and aware.
Slippery Mind
Prerequisites: Smarts 4
Description: Once per encounter you can choose to make a Dodge check, but this is against an attack which targets Mental Defense. This Dodge check uses Smarts.
Sober Up
Prerequisites: Endurance 4
Description: If you are otherwise impaired by a drug or substance, you can immediately snap yourself out of it. In order to do this, you cannot be addicted to the substance, or overdosed on it (even if an overdose would not harm you).
Strengthened Recovery
Prerequisites: Second Wind
Description: When taking a second wind negate a status condition affecting you, and also recover a number of additional HP equal to your Endurance.
Swift Potion
Prerequisites: None
Description: Once per encounter use a potion as a free action.
Tough it Out
Prerequisites: Endurance 4
Description: Gain your Endurance as a bonus to Defense (but not Avoid). This doesn't apply to VM Defense.
Toughness
Prerequisites: None
Description: Gain 1 bonus hit point per level.
Tracker
Prerequisites: None
Description: Gain a +1k1 bonus on Awareness checks made to track.
Trick Shot
Prerequisites: Level 3
Description: When using a ranged weapon you can use it as if it were a tool for various purposes (up to GM’s discretion), but some of the following include: blasting a door open, hitting a button, pushing an unattended object, or turning a lever.
Unhindered Movement
Prerequisites: Agility 4
Description: When moving up to your speed in a straight line while on difficult terrain, you don't take penalties to movement. These penalties apply if you take a run or double move, however.
Unremarkable
Prerequisites: None
Description: When trying to discern you from a group, opponents take a -5 to Awareness checks.
Vision From Beyond
Prerequisites: Blindness (the character must be blind), Level 5
Description: Despite your blindness you are able to see out to a certain distance through the abnormal arts of tracking one's spirit with your own. This allows you to see lifeforms (including plant life) out to the sight you'd normally be able to reach if you could see.
However while relying on this form of sight, sanity damage you take is doubled. You are also unable to see non-living lifeforms such as undead and constructs (except for incorporeal undead, or other similar undead that possess a 'soul' of some sort).
Weapon Forgery
Prerequisites: Artisan (Weapons) trained
Description: When using Artisan (Weapons) to create a weapon, choose one of the weapon special qualities below (if the weapon wouldn't already possess it). This weapon possesses this quality but only while wielded by the owner (this doesn't have to be the forger, and can instead be the wielder who the forger wishes to attune them to). Creating weapons in this way increases the DC by +15.
Brutish (replaces Finesse), Balanced, Deadly, Shield Breaker, Savage, Parrying, Æther, Breach, Readying, Fatiguing, Filthy, or Pushing.
Weapon Proficiency
Prerequisites: None
Description: Gain proficiency in a single weapon type (sword, axe, pistol, etc.)
Special: If using to select an Exotic weapon, this only affects a single exotic weapon at a time.
Worldly
Prerequisites: N/A
Description: Use Luck on all Knowledge skills instead of Smarts.
Zero Gravity Training
Prerequisites: None
Description: You do not take any penalties from being in an area of zero gravity, and do not suffer any ill effects which may be brought on due to zero gravity.
Acrobatic Dodge
Prerequisites: Agility 4, Dodge
Description: If an opponent misses an attack against you, you can take a Step freely. This expends your Step action until the next round.
Advantageous Size
Prerequisites: Size 3 or smaller
Description: Gain a +6 bonus to Defense and Avoid and subtract Size from this bonus.
Air of Authority
Prerequisites: Smarts or Luck 4, Persuasion Trained
Description: You are capable of commanding all attention to you. This can be used inside of and outside of combat. When doing so make a Persuasion check (using either Smarts or Luck, whichever is higher) against the Mental Defense of everyone (except your allies if you want to not include them) within hearing distance.
On a successful hit against Mental Defense, everyone has their attention drawn to you. When not in combat, you gain a +5 bonus on any Deception or Persuasion check you make on your next turn and people will listen to what you have to say (even if they don't agree with it). While in combat, enemies can either attack you or take a -5 to all Defenses for 1 round per point of Smarts or Luck you have (whichever was used to roll the Persuasion check).
All at Once
Prerequisites: None
Description: If an attack would kill you or knock you unconscious, you can set off any explosives or grenades on your person immediately.
All-Out Attack
Prerequisites: 2 Attacks per Turn or multiple natural attacks
Description: As a full-round action you can make a single melee attack, dealing +1k1 damage per attacks per round or natural attacks you have above 1.
Anchoring Arrow
Prerequisites: Weapon Focus (Bow)
Description: Upon dealing damage you can choose to anchor them by making another attack at the same bonus against the target’s Bodily Defense. If that hits as well, their movement speed is halved for 1d5 rounds.
Archer
Prerequisites: Weapon Focus (Bow)
Description: When firing a bow in melee, do not provoke attacks of opportunity.
Armor Expert
Prerequisites: Armor Proficiency, Level 5
Description: Reduce your Armor Penalty by 2. This can be taken multiple times, its effect stacking.
Artful Dodge
Prerequisites: Smarts 4
Description: When making a Dodge check, use Smarts instead of Agility for the roll.
Aspect of the Beast
Prerequisites: Martial Arts, Level 11
Description: Your unarmed strikes gain Penetration equal to your Strength.
Autofire Proficiency
Prerequisites: None
Description: When using a firearm set to auto, take no penalty when doing so. Alternatively you can make an additional attack beyond the first bonus attack by having both attacks being at a –4k0.
Axe Mastery
Prerequisites: Improved Weapon Focus (Axe), Improved Weapon Specialization (Axe), Level 15
Description: As a full-round action you can swing an axe three times, making three attacks against an enemy within your reach. For each attack that successfully connects, you receive a +1k1 to-hit on your next roll this round (maximum of +2k2 on the 3rd attack).
Effects which give you bonus attacks per round do not affect this feat.
Bar-Room Brawler
Prerequisites: None
Description: Take no penalties when using improvised weapons.
Blinding Grenade
Prerequisites: None
Description: Choose to deal ½ damage on a grenade to instead blind a foe for 1 round.
Blood Bath
Prerequisites: Level 9
Description: If you are making a full-round attack or haven’t spent your move action before your attack, you can make an additional attack against an adjacent foe after killing an opponent.
Blowback
Prerequisites: Weapon Focus (Shotguns)
Description: You can choose to deal ½ damage and knock the opponent hit prone. On a critical hit this automatically activates while dealing the critical damage.
Bludgeoning Strike
Prerequisites: Strength 6
Description: When using a bludgeoning weapon you can choose to deal ½ damage so you can push the foe back in a straight line 1d10 squares. This 1d10 roll can explode.
Bow Mastery
Prerequisites: Improved Weapon Focus (Bows), Improved Weapon Specialization (Bows), Level 15
Description: As a standard action you can fire off a single arrow. This arrow deals 1d5 bleed damage to the opponent for a number of rounds equal to your Strength or Agility (whichever is higher). This is in addition to its standard damage.
Breath and Aim
Prerequisites: Weapon Focus (Rifles)
Description: You can spend a full-round action aiming down your sights. On the first attack of your next turn, your opponent loses all benefits of Cover and Concealment, so long as it isn’t Improved Cover or Total Concealment.
Brutal Strike
Prerequisites: Strength 6, Level 5
Description: Gain a +0k1 on Strength based attack rolls.
Brutal Charge
Prerequisites: Great Charge, Level 9
Description: When charging, roll damage twice and take the better result.
Careful Approach
Prerequisites: Smarts 6, Level 9
Description: You’re immune to the Feint combat maneuver.
Chokehold
Name: Chokehold
Prerequisites: Improved Maneuver (Grapple)
Description: Deal unarmed damage to a grappled foe as if your grapple is an unarmed attack.
Cleave
Prerequisites: Power Strike
Description: Make a single attack against two adjacent foes, dealing the same damage and applying any additional effects to both. This takes a -1k0 to hit.
Close Quarters Mastery
Prerequisites: Close Quarters Trainee, Skill Focus (Stealth), Level 9
Description: As a standard action you can make a special grapple attempt. First, roll a Stealth check, adding any bonuses you’d normally add to your unarmed strikes onto your Stealth roll. If this is successful, make a grapple attempt against an opponent within melee range against their Avoid or Defense (whichever is lower). On a successful hit the opponent is grappled, unable to attack (even with light weapons), takes a -6 penalty to Defense/Avoid instead of the normal penalties, is considered helpless to you on the next round, and maintaining the grapple for you is a free action.
Close Quarters Training
Prerequisites: Martial Arts, Level 5
Description: Once per encounter you can make an unarmed strike, natural attack or combat maneuver as an immediate action while out of turn.
Combat Mastery
Prerequisites: Level 19, Strength or Agility 8
Description: On weapon attack and damage rolls, 9s and 10s explode.
Combat Reflexes
Prerequisites: Agility 2
Description: Gain a number of additional attacks of opportunity equal to your Agility.
Cornered Brawler
Prerequisites: N/A
Description: While being flanked gain a +4 to Defense and on attack rolls.
Crack Plate
Prerequisites: Power Strike, Strength 8, Level 9
Description: When using Power Strike, you can forgo the bonus to damage to instead crack and break the armor of the opponent upon striking it with your weapon. Increase your weapon's Penetration by your Strength, and for each time you would successfully hit and deal damage, the opponent's Deflection is reduced by that amount to the body part hit.
This can stack, however the penalties to the opponent's Deflection disappear after combat is over.
Cybernetic Mastery
Prerequisites: Endurance 6, Level 9
Description: If you possess cybernetic arms, you gain a +2 to your arm’s Deflection.
Note: This stacks with both Natural Deflection and armor that is worn.
Dance of Blades
Prerequisites: Agility 6, Level 7
Description: You can sacrifice your to-hit in order to gain a bonus to Defense and Avoid. This only affects rolled dice (for every 1 less rolled die, +1 to Defense/Avoid).
Death Stroke
Prerequisites: Pommel Strike, Level 7
Description: Deal 1k0 less damage, type is changed to piercing, and on a successful hit 1d5 points of bleed damage is dealt to the foe for 1d5-1 (minimum 1 rounds). This only affects swords.
Deflecting Strike
Prerequisites: Martial Arts or Dodge
Description: When making a Parry attempt, you do not expend your Dodge use if you fail to hit the attack. This does not function in regards to Dodge attempts, only Parry.
Delay Insanity
Prerequisites: Smarts 5 or Resistance 5, Level 7
Description: If you take sanity damage while in combat, you don’t suffer from mental illnesses while in battle.
Dodge
Prerequisites: None
Description: Gain a +1 bonus to Defense and Avoid. In addition to this, you gain an additional use of the Dodge reaction.
Elbow Shove
Prerequisites: None
Description: When making a Step action and an opponent or ally is in the way, push them as part of your Step. If this would place them into a square that’s harmful (example: a pool of lava or a pit) this would be a Reposition attempt instead.
Elegant Movement
Prerequisites: Agility 7, Level 13
Description: When moving through threatened squares you don’t provoke attacks of opportunity.
Emblazoned Shield
Prerequisites: Shield of Valor
Description: Change the Raise action for Shields into an immediate action which can be triggered immediately after an attack’s damage is resolved, applying the shield’s Deflection to the attack.
Exotic Mastery
Prerequisites: Weapon Proficiency ([Exotic Weapon]), Level 7
Description: You gain proficiency in all exotic weapons.
Fencing Poise
Prerequisites: Piranha Sting
Description: You can gain the bonuses for “two-handing” a light or one-handed finesse weapon if you wield it one-handed with nothing else in your other hand.
Flaming Advantage
Prerequisites: Level 5
Description: If you are currently on fire you can count the weapon you’re holding as dealing fire damage, and those hit by the weapon catch on fire as well. In addition to this, people who are attacked by the person you struck and caused to catch on fire also cause people to catch on fire if they touch or attack allies or enemies.
Flurry of Blades
Prerequisites: Two-Weapon Fighting
Description: When wielding two weapons, gain a +4 bonus to Defense.
Focusing Shot
Prerequisites: Awareness trained, Level 5
Description: Once per turn you can use your roll for Awareness (not adding level) for the attack roll. Cover prevents use of this ability.
Forceful Bullet
Prerequisites: Improved Maneuver (Trip) or Weapon Focus (Rifles)
Description: Grant any Rifle you wield the Trip weapon special ability.
Fortify
Prerequisites: Armor Proficiency
Description: As a swift action plant a Pavise you’re wielding into the ground, granting yourself Cover against enemies until the end of the round. By spending a swift action you can re-initiate the cover, or pick up the Pavise instead and gain its Deflection once more.
Ghost Strike
Prerequisites: Magic 2, Level 11
Description: Your weapon attacks are able to hit incorporeal enemies as if they’re corporeal.
Great Charge
Prerequisites: Level 3
Description: When charging or using a mount to charge, you don’t take the penalties.
Grenade Mastery
Prerequisites: Improved Weapon Focus (Simple), Improved Weapon Specialization (Simple), Level 9
Description: You can control the explosion of a grenade which you throw. You can either increase the burst by 3 sq., or decrease it by 3 sq. (to a minimum of a 0 square burst, or no burst radius).
Ground Shatter
Prerequisites: Strength 6
Description: After smashing an unoccupied square within your melee reach, you cause an explosion of rubble and debris in a 1 square radius extending out from the square you originally attacked. Everyone within the radius (excluding yourself) has an attack at the same bonus made against their Avoid and on a successful hit they take half of the weapon’s original damage, and on a miss it deals a quarter damage.
Gun Club
Prerequisites: None
Description: Use a firearm as a melee weapon. One-handed firearms are light bludgeoning weapons that deal 1k1 points of damage while two-handed firearms are one-handed bludgeoning weapons that deal 3k1 points of damage.
Gunslinger
Prerequisites: Weapon Focus (Pistol, Rifle, or Shotgun)
Description: When firing a firearm in melee, do not provoke attacks of opportunity.
Half-Sword Adept
Prerequisites: Agility 4, Level 3
Description: Deal 1k0 less damage, type is changed to piercing, and increase Penetration by ½ Agility. This only affects swords.
Hammer Mastery
Prerequisites: Improved Weapon Focus (Hammers), Improved Weapon Specialization (Hammers), Level 15
Description: As a standard action you can make a single attack with your hammer. This deals damage as normal and the opponent is staggered and exhausted for 1 minute.
High Ground
Prerequisites: None
Description: While at least 1 square higher in the air than an enemy gain a +1k0 bonus to hit. In addition if an enemy jumps or flies over you and you make an attack of opportunity, gain a +1k0 bonus to attack and damage.
Hookline
Prerequisites: None
Description: On a successful trip attempt, move the tripped foe 1 square.
Hunting Training
Prerequisites: Marksman 5th level
Description: At the start of every day you choose an additional creature type for your Hunting Specialization. The bonus to attack and damage against this additional type is ¼ level instead of ½ (minimum of 1).
Hunting Master
Prerequisites: Marksman 9th level
Description: Your Hunting Specialization granted from your class is able to be changed at the start of every day just like your additional hunting specialization.
Ignition
Prerequisites: Level 19
Description: As a full-round action you can enter a state of intense mental focus, channeling all of your energy into your body for 1 minute. While in this state you receive a +2k2 to all skill checks, attack rolls, damage rolls, and a +4 to all Defenses. After the minute is over, you fall unconscious due to the intense strain.
Improved Critical
Prerequisites: Weapon Focus (Any), Level 5
Description: For weapons you possess Weapon Focus with, your chances of scoring critical hits are higher. Once per round you can add a "10" result for the purpose of scoring a critical hit, however it does not actually add to the total of the roll. For example, rolling 8k4 and receiving 10, 10, 10, 8, 4, 3, 2, 4 you can use this to add another 10 result in there, effectively making it four 10 results (the amount needed to critically hit) and counting it as a critical hit instead.
This feat also works differently depending on the types of weapons being wielded, see below:
Improved Initiative
Prerequisites: None
Description: Gain a +½ level on Initiative.
Improved Maneuver
Prerequisites: Level 3
Description: Gain a bonus equal to +½ level on a single combat maneuver. Choose from one of the following: Bull Rush, Disarm, Feint, Grapple, Overrun, Reposition, Steal, Sunder, or Trip.
Improved Sanity
Prerequisites: Smarts 4
Description: You receive an additional 1 Stress/Sanity per level. In addition to this, once per encounter you can reduce the amount of sanity damage from an effect by 1.
Improvising Throw
Prerequisites: None
Description: Take no penalty when throwing improvised weapons or throwing weapons that normally aren’t thrown weapons.
Inebriated Combatant
Prerequisites: Endurance 5
Description: While under the effects of a drug, gain a +1k0 to all tests.
Ion Pulse
Prerequisites: Spellcraft trained, Level 7
Description: Through supernatural means you can unleash a wave of ionic energy. This is an attack roll using Spellcraft (without the level as a bonus) vs. Bodily Defense, and those who would be affected by Ion Damage are staggered for 1d10 rounds.
Iron Grip
Prerequisites: Level 11
Description: You’re immune to the Disarm and Steal combat maneuvers.
Iron Stance
Prerequisites: Level 11
Description: You’re immune to one of the following combat maneuvers (your choice): Bull Rush, Overrun, Trip, or Reposition.
Lasting Strike
Prerequisites: Level 5
Description: Once per encounter when dealing damage on an attack the opponent cannot heal the damage that you’ve dealt through magic or any other means for 24 hours.
Lightning Reaction
Prerequisites: Quick Draw, Agility 8
Description: You are able to have your weapon drawn before combat even begins. If a surprise round would occur, your weapon is counted as already being drawn and you are able to take Parry actions on a surprise round even if you normally cannot act. You also can make attacks of opportunity during a surprise round.
Limb Breaker
Prerequisites: Level 7
Description: On a successful called shot against a limb, the bonus effects remain in place for a number of rounds equal to 1d5 + 1/2 your level. If the limb is severed due to a critical hit, the opponent loses 1 in Strength, Endurance, and Agility as well.
Linormr Fang
Prerequisites: Mystical Blade, Level 11
Description: Using Mystical Blade is now a Standard instead of a full-round action. In addition to this, you can take a full-round action to use Mystical Blade, however the damage can be converted to a single arcane element, and bypasses any Resistance, Immunity, or Absorption the foe has against that element.
Lone Wolf
Prerequisites: None
Description: As a free action, activate Lone Wolf. So long as no allies are within 3 squares, gain a +1k0 to attack and damage. You cannot however be healed by allies.
Lunge
Prerequisites: Agility 4
Description: Gain a +1 square to your melee reach, and take a -2 penalty to Defense and Avoid.
Martial Arts
Prerequisites: None
Description: Gain a bonus on unarmed strike damage equal to +½ level.
Magic Parry
Prerequisites: Magic 5, Weapon Focus
Description: You may use your Magic when attempting to Parry with your weapon, so long as you have Weapon Focus in that weapon. This grants +1k0 when Parrying with Æther weapons.
Mystic Acrobat
Prerequisites: Magic 4, Acrobatics trained
Description: You can use your Magic for Acrobatics instead of the regular stats.
Mystical Blade
Prerequisites: Level 9
Description: As a full-round action you can make a melee attack against an opponent within 6 squares of you. This attack goes against Avoid instead.
Noble Lunge
Prerequisites: Lunge, Agility 6
Description: Take no penalty when using Lunge.
Oiled Joints
Prerequisites: Armor Expert or Soldier of 7th Level, Level 7
Description: Reduce any speed reduction imposed by armor by 1 (to a minimum of 0). This can be taken multiple times, its effects stacking.
One on One Thousand
Prerequisites: Level 15
Description: You can count yourself as a single unit in Mass Combat separate from a unit of men. Doing this alters the following:
EL is equal to your level - 1.
Units is effectively 1 for the purposes of targets, but for the purposes of HP this works as normal.
Attack Value is 1 + 1/2 level as normal.
Defense Value is 1 + Endurance as normal.
Speed is equal to your land speed - 1 square (5 squares typically).
Based on your class and your character’s specialization, choose between Warrior, Stalker, or Magician as normal.
GMs may feel free to give players this feat as a bonus feat in games where mass combat is frequent, and when the players are meant to be taking these massive armies on all by themselves.
Only the Tip
Prerequisites: Weapon Focus (Any)
Description: Gain a +5 bonus on damage with melee piercing weapons.
Overload Shot
Prerequisites: Level 5
Description: When using a Laser or Plasma weapon you can spend a full-round action to overload a single shot with immense energy. Increase Penetration by ½ Agility.
Piranha Sting
Prerequisites: Agility 4
Description: Take a -1k0 penalty to damage for a +1k0 bonus to hit.
Pistol Mastery
Prerequisites: Improved Weapon Focus (Pistol), Improved Weapon Specialization (Pistol), Level 15
Description: Regardless of your pistol’s ammunition, you can make all of your attacks on a full-round attack. If this would deplete you to 0 ammunition, you must reload on your next turn before using this ability again.
Plagueborne
Prerequisites: Endurance 5, Immunity to diseases
Description: If you are infected with a disease (despite your immunity) or willingly infect yourself with a disease, you can hold onto the disease for a number of days equal to your Endurance. As a standard action you can impart the disease to an unwilling subject by making an unarmed attack. On a successful hit with the unarmed strike, they are automatically infected with no need to roll against Bodily Defense.
Polearm Mastery
Prerequisites: Improved Weapon Focus (Polearm), Improved Weapon Specialization (Polearm), Level 15
Description: If your Polearm doesn’t already have Reach, it gains the Reach property. If it does have the Reach property, this additional Reach is extended one additional square (effectively making Reach 2). A size 4 character with 1 square reach and a Reach 2 weapon would have 3 square reach when attacking.
In addition to the bonus to reach, you can lower your reach until your next turn in order to gain a +2 bonus to attack. This can be reduced down further to a minimum of 1 square reach (or 0 if you’re Size 1). This can be used in conjunction with effects that must be activated that grant reach (such as Lunge).
Pommel Strike
Prerequisites: None
Description: Deal 1k0 less damage, type is changed to bludgeoning, and the foe is staggered for 1 round.
Power Strike
Prerequisites: Strength 4
Description: You can take a -1k0 penalty to attack for a +1k0 to damage.
Prone Shuffle
Prerequisites: None
Description: While prone you can move at ½ your speed (minimum of 2 squares). Normally while prone you can only move 1 square.
Provoking Fire
Prerequisites: Weapon Focus (Ranged weapon)
Description: Gain the ability to provoke up to 3 squares away with a ranged weapon you have Weapon Focus in.
Psi-Blade
Prerequisites: Weapon Focus, ability to cast Psychic spells
Description: While wielding a weapon with the Æther weapon special ability that you possess Weapon Focus with, you can attack Mental Defense instead of Defense.
Psychological Torment
Prerequisites: Psychological Warfare, Level 5
Description: This functions as Psychological Warfare except that you deal Sanity Damage instead, and this is equal to 1d10 + 1/2 your level in Sanity Damage.
Psychological Warfare
Prerequisites: The ability to read minds (through magic or species abilities)
Description: As a swift action, use your mind reading ability to search through your foe’s thoughts, and on a successful hit against Mental Defense you recite those deepest and darkest thoughts you can find within their mind. They are then frightened for 1 round + 1 additional round for every 5 points their Mental Defense is bypassed by.
Quick Draw
Prerequisites: Agility 4
Description: You can draw weapon(s) as a free action instead of a move action.
Rain of Steel
Prerequisites: Autofire Proficiency, Level 9
Description: So long as you are using a weapon that is set to Auto, your firearm is counted as possessing the Engulfing property.
Redirecting Strike
Prerequisites: Deflecting Strike
Description: If you successfully deflect an attack using Parry, you can make an attack against the opponent. On a successful hit, deal the opponent’s damage back at them.
Rifle Mastery
Prerequisites: Improved Weapon Focus (Rifle), Improved Weapon Specialization (Rifle), Level 15
Description: As a full-round action you can make a single attack with a rifle. This attack cannot be dodged or parried (if the target is able to parry ranged attacks). This does not stop the target from taking these actions in order to avoid being critically hit however.
For example, if the target has a Defense of 20 and you roll a 50, they can make a Dodge to try and raise it above 25 in order for it not to count as a critical hit.
Risky Strike
Prerequisites: None
Description: Give yourself a bonus to hit (up to a +5 bonus) and your enemies also gain this bonus to hit against you.
Sanity Draining Attack
Prerequisites: Persuasion trained, Level 9
Description: If you’d kill an opponent with an attack, choose to deal an amount of Sanity damage instead.
This sanity damage is equal to your level + the ability score being used to attack with. (For example, a character who is Level 10 with a Strength of 6 deals 16 Sanity damage).
Scars of Valor
Prerequisites: None
Description: Adjacent enemies take a -2 penalty to Defense and Avoid, and a -1k0 on skill checks.
Shield of Valor
Prerequisites: Level 11
Description: Increase the Deflection of your shield by 2, and the raise action is a free instead of a swift.
Shield Focus
Prerequisites: N/A
Description: While wielding a shield, you count it as possessing +3 more Deflection than it normally does.
Shield Slam
Prerequisites: Two-Weapon Fighting
Description: You can use your shield as a light bludgeoning weapon that deals 2k1 points of damage.
Shield Wall
Prerequisites: Armor Proficiency
Description: Sacrifice your turn to raise your shield up, and instantly negate ranged weapon attacks. You can do this with multiple allies who have shields, only needing to sacrifice a single person’s turn to gain the benefits. Those within the shield wall take a -5 penalty to Defense and Avoid against charging attacks.
Shotgun Mastery
Prerequisites: Improved Weapon Focus (Shotgun), Improved Weapon Specialization (Shotgun), Level 15
Description: Your attacks with Shotguns receive the Ripping and Fatiguing qualities. In addition to this, you increase the PEN of all Shotguns by 4.
Siege Mastery
Prerequisites: Improved Weapon Focus (Siege), Improved Weapon Specialization (Siege), Level 15
Description: Reduce the amount of crew needed to operate a Siege weapon by 3 (to a minimum of only 1 person). In addition to this, all Siege weapons only take a swift action to reload if their minimum crew is 1.
Single Powerful Blast
Prerequisites: Weapon Focus (Firearm type or Bows)
Description: On bows, crossbows, pistols, rifles, or shotguns that are listed as Single you can deal +2k2 damage.
Slow and Steady
Prerequisites: Level 7
Description: You can, as a swift action, activate this to negate the ability to make multiple attacks in a round for yourself and any enemy attacking you. This lasts for 1d5 rounds.
Snatch Projectile
Prerequisites: Deflecting Strike
Description: When using Deflecting Strike, you can choose to snatch the projectile if the attack being deflected is from a ranged weapon.
Snatching Technique
Prerequisites: Improved Maneuver (Steal or Disarm)
Description: When making a Steal or Disarm check against a weapon and the check succeeds, you snatch the weapon and as an immediate action can make an attack with the stolen weapon. After the attack is resolved the weapon can be dropped as a free action.
Sneak Attack
Prerequisites: Agility 4, Smarts 4, Level 5
Description: When attacking a flat-footed opponent, halve the foe’s Deflection.
Spectral Steps
Prerequisites: Agility 6
Description: When moving at least half of your move speed in a straight line you gain concealment against attacks of opportunity made against you while you’re moving.
Spring Attack
Prerequisites: Agility 4, Level 3
Description: As a full-round action you can make it so you needn’t end your turn immediately if you stop during a movement. A single movement and single standard action (or move-equivalent action) can be taken without ending your turn if you stop to take the standard action, and allows you to continue moving afterwards.
Steady Aim
Prerequisites: Level 7
Description: Spend a move action to attack against Avoid with a firearm.
Step Up
Prerequisites: None
Description: If an opponent within your melee reach takes a Step, you can take a Step as an immediate action. This expends your use of a Step this turn.
Stinging Jab
Prerequisites: Strength 4, Agility 4, and Level 5
Description: On a successful hit with an attack, you can opt to not deal damage and instead to do a Stinging Jab. You deal a penalty to the foe’s movement speed equal to the amount of keep dice on your damage + the damage dealing ability score of your weapon (+STR normally, +AGI on a Finesse weapon, +MAG on an Æther weapon, etc). This lasts for 1d5 + (1/4 level) rounds.
Stun Master
Prerequisites: Agility 5, Smarts 5, Level 9
Description: On firearms listed as “Stun” you can increase the Penetration of the weapon equal to your Agility.
Suppressive Fire
Prerequisites: Agility 4, Level 5
Description: On an attack if you end up dealing damage to an opponent with a ranged weapon, they provoke attacks of opportunity from you as if you were adjacent to them with a melee weapon.
Swift Slicing Motion
Prerequisites: Level 13
Description: If an attack you make would kill an opponent, they are instead knocked unconscious (and still bleeding out) and you can instead sever an arm or leg. Severing the head kills the opponent instead.
Sword Mastery
Prerequisites: Improved Weapon Focus (Sword), Improved Weapon Specialization (Sword), Level 15
Description: As a full-round action you can make a single attack with a sword as a called shot, and take no penalty when making an attack against that body part. If it’s a critical hit, regardless of where it hits, it’s an instant kill like a critical hit against the head.
Tactical Captain
Prerequisites: Knowledge (Tactics)
Description: If you and an ally would flank with an enemy, you can opt to make them flat-footed instead of gaining the usual flanking bonuses.
The Greatest Fortitude
Prerequisites: Endurance 10, Level 19
Description: Critical hits do not deal double damage to you, or any other bonus effects due to it being a critical hit.
Tirade
Prerequisites: Persuasion is trained, Level 5
Description: As a standard action make a Persuasion (Tirade) attempt against an opponent’s Mental Defense. This opponent must be able to hear you (but doesn’t need to see you), and on a successful hit the opponent is compelled to attack you. Doing so however deals a penalty to their attack and damage equal to 2 + your Luck. If the opponent has no means to attack you, they take sanity damage equal to your Luck.
To Pieces
Prerequisites: Level 9
Description: After killing an opponent you can flick their blood and gore as a weapon. Make a ranged attack against anyone within 6 squares vs. Avoid. On a successful hit, they are blinded for 1d5 rounds and nauseated for 1 round.
Two-Weapon Fighting
Prerequisites: Agility 4
Description: Reduce the penalties for two-weapon fighting as seen here. Two-Weapon Fighting grants you an additional attack with a separate weapon if you take a full-round action.
Unacceptable Losses
Name: Unacceptable Losses
Prerequisites: Level 5
Description: If an ally within your line of sight is knocked unconscious or slain, you gain a +4 bonus to all Defenses for 1d5 rounds, and deal +1k0 damage.
Unarmed Mastery
Prerequisites: Improved Weapon Focus (Unarmed), Improved Weapon Specialization (Unarmed), Level 9
Description: Choose two weapon special abilities from the following list. These are applied to your unarmed strikes.
Sting, Balanced, Deadly, Shield Breaker, Savage, Parrying, Æther, Breach, Readying, Fatiguing, Filthy, or Pushing.
Vicious Stratagem
Prerequisites: None
Description: Deal an additional 2k2 points of bonus damage. This damage is applied to you as well. Applying this to your attacks is chosen before the attack is made.
Weapon Breaker
Prerequisites: Strength 4, Level 7
Description: When rolling damage against an object on a sunder attempt, roll the damage as if it were a critical hit.
Weapon Focus
Prerequisites: None
Description: Gain a +2k0 to attack rolls made with a weapon group selected (sword, axe, polearm, etc.) This can be taken multiple times, applying to new groups.
Name: Weapon Focus, Improved
Prerequisites: Weapon Focus, Level 9
Description: Gain a +0k1 to attack rolls made with a weapon group selected (sword, axe, polearm, etc.) This can be taken multiple times, applying to new groups.
Weapon Specialization
Prerequisites: Weapon Focus
Description: Gain a +2k0 bonus to damage rolls made with a weapon group selected with Weapon Focus. This can be taken multiple times, applying to new groups.
Name: Weapon Specialization, Improved
Prerequisites: Weapon Specialization, Level 9
Description: Gain a +0k1 bonus to damage rolls made with a weapon group selected with Weapon Focus. This can be taken multiple times, applying to new groups.
Witch Hunter
Prerequisites: None
Description: Gain a +1k0 bonus to attack and damage against opponents who can cast spells or spell-like abilities.
Whirlwind of Blades
Prerequisites: Weapon Focus (Swords), Two-Weapon Fighting or 2 Attacks per Round
Description: On a full-round attack, you can make an additional attack at a -1k0.
Name: Improved Whirlwind of Blades
Prerequisites: Improved Weapon Focus (Swords), Whirlwind of Blades, Level 13
Description: On a full-round attack, you can make a second additional attack at -2k0.
Rotten Bite
Prerequisites: Abomination
Description: Receive a bite attack. In addition to the bite’s damage, another attack is made against the affected creature’s Bodily Defense (using the same attack bonus). On a successful hit they take 1 bleed damage for 1d5 + STR rounds.
Horrific Appearance
Prerequisites: Abomination
Description: Gain a +5 to Persuasion checks made to intimidate.
Artificial Blood
Prerequisites: Android, 1st level only
Description: You are immune to disease, however bleed damage you take always adds a bonus 1 bleed damage on top.
Subdermal Plating
Prerequisites: Android
Description: While no armor is worn, you’re counted as having 2 Deflection. If you have any effects which grant Deflection while no armor is worn, this stacks with it.
Swift Rider
Prerequisites: Centaur
Description: Difficult terrain from forests, plains, swamps, and similar terrains do not hinder you.
Underarm Joust
Prerequisites: Centaur
Description: You are counted as being mounted while wielding any weapons that possess the “Jousting” property.
Dark Strike
Prerequisites: Dark Elf
Description: Once per day treat your weapon’s damage as unholy for 1 minute.
Acidic Saliva
Prerequisites: Dark Elf
Description: As a swift action you can apply an acid that corrodes skin to a weapon you're wielding. Treat half of the damage you deal as acid damage. This lasts for 1 round.
Horrid Stench
Prerequisites: Deep One
Description: Enemies within 2 squares of you have an attack made against their Bodily Defense using your Endurance for to-hit. On a successful hit, they are sickened for 1d5 rounds. Enemies attacked by this effect are immune to further instances of this feat for 24 hours.
Human Expert
Prerequisites: Deep One
Description: Gain a +1k1 on skill checks involving humans.
Dhampiric Fencing
Prerequisites: Dhampir
Description: Once per encounter on a melee attack you can trade one rolled die for a static bonus to the attack. You cannot reduce yourself below one rolled die.
Charming Undeath
Prerequisites: Dhampir
Description: Gain a +2 on Deception and Persuasion checks.
Tough as Rocks
Prerequisites: Dwarf
Description: Receive a +5 to Bodily Defense against poisons and diseases. In addition to this, gain +3 bonus HP when this feat is taken.
Dwarven Stance
Prerequisites: Dwarf
Description: You’re immune to any effect which would reduce your move speed.
Psychic Resilience
Prerequisites: Einherjar
Description: You receive a +5 to Mental Defense against psychic spells.
Psychic Weapons
Prerequisites: Einherjar
Description: Once per day for 1 minute your weapon deals psychokinetic damage. Attacks with them go against Mental Defense instead of Defense (or Avoid).
Star Aura
Prerequisites: Elder Thing
Description: For 1d5 rounds once per day you can create a 3 square aura surrounding you that functions as the vacuum of space.
Bottom Heavy
Prerequisites: Elder Thing
Description: You’re immune to being tripped.
Elemental Mastery
Prerequisites: Elemental, Spellcasting
Description: If you cast a spell that possesses an elemental tag to it (fire, water, ice, earth, acid, wind, electricity, sonic, arcane, holy, unholy, or psychokinetic) you can change it instead to the element you chose for your species. This adds 1 to the MP cost.
Take It In
Prerequisites: Elemental
Description: Your immunity to the element chosen is now absorption instead.
Keen Senses
Prerequisites: Elf
Description: Gain a +4 to Awareness checks.
Elven Bowmanship
Prerequisites: Elf, Weapon Focus (Bow)
Description: So long as your target is within 4 squares of you, increase your bow’s penetration by 4 and base damage by +1k0.
Mystical Heritage
Prerequisites: Fairy
Description: You gain a +2 to all Defenses against spells.
Little Strike
Prerequisites: Fairy
Description: Once per day add your Size to the keep dice of your attack and damage. This doesn’t work if you are Size 3 or larger. This lasts for 2 rounds.
Fleshy Shield
Prerequisites: Gnome
Description: If an adjacent ally is willing, you can make them take damage you’d normally take. This can be used once per encounter.
Colorful Fencing
Prerequisites: Gnome
Description: Any weapon you wield that uses Finesse can use Luck instead of Agility for to-hit and damage.
The Best
Prerequisites: Goblin
Description: Gain a +2 on to-hit and damage against non-Goblin enemies.
Honored Fighter
Prerequisites: Goblin
Description: Allies within 3 squares gain a +1 to Defense and Avoid.
Halo
Prerequisites: Half-Angel
Description: Gain a +2 to Persuasion checks.
Dispersed Healing
Prerequisites: Half-Angel
Description: Whenever you’re healed all allies within 6 squares gain 1 HP. This can only be done once per round.
Fiendish Horn
Prerequisites: Half-Demon
Description: Gain a gore attack.
Born of Flame
Prerequisites: Half-Demon, 1st level only
Description: Your fire resistance becomes fire immunity.
Dragon's Fury
Prerequisites: Half-Dragon, 1st level only
Description: You gain two claw attacks.
Draconic Rage
Prerequisites: Half-Dragon
Description: If you take damage you gain a +2 to attack and damage against the opponent who dealt damage to you for 3 rounds.
Underhanded Strike
Prerequisites: Halfling
Description: If you deal damage against a flat-footed enemy, they are sickened for 1 round thereafter.
Tripping Grasp
Prerequisites: Halfling
Description: You do not take penalties when tripping foes larger than you, and instead gain a bonus equal to your level on trip attempts.
Ardent Studier
Prerequisites: Human
Description: Gain a bonus skill that can be trained, and a bonus skill that can only be used a for Knowledge skill.
Blood of Another
Prerequisites: Human, 1st level only
Description: Count as another playable species for the purpose of prerequisites (such as species feats).
Corrupt Blood
Prerequisites: Kendari
Description: If you take slashing or piercing damage, the attacker has an attack made against their Avoid (using Endurance to hit) and on a hit they take 2 corruption damage (bypassing Soak).
Pain Strike
Prerequisites: Kendari
Description: Against flat-footed enemies, gain a +4 to damage.
Strike of Light
Prerequisites: Light Elf
Description: Once per day treat your weapon’s damage as holy for 1 minute.
Healing Breath
Prerequisites: Light Elf
Description: Once per day spend a swift action to heal yourself for 1d5 HP.
Demoiselle
Prerequisites: Nue
Description: Allies adjacent to you gain a +4 to Defense and Avoid, however if they choose to accept this bonus they must take damage for you. This damage cannot be resisted or negated.
Seducer
Prerequisites: Nue
Description: On Persuasion checks against someone sexually attracted to you, you gain a +10 bonus.
War Cry
Prerequisites: Orc
Description: As a move action you can cry out, granting all allies a +2 to attack for the rest of the round.
Orcish Toss
Prerequisites: Orc
Description: When attacking with a thrown weapon, gain a +5 bonus to the damage.
Psychic Eye
Prerequisites: Satori
Description: When casting a psychic spell or dealing psychokinetic damage you gain a +2 to damage so long as you are within range to read their mind.
Closed Eye
Prerequisites: Satori, 1st level only
Description: You are no longer able to read minds with your Third Eye. In its place, you are instead “invisible” to everyone except for fleeting memories and brief recollections. People will interact with you still and recognize your existence, but remembering who you are will be hard even for family members or close friends without physical proof that you’ve met before. You gain a +4 to Deception checks and a +4 to Stealth checks.
Without constant exposure with friends, family, or allies they will forget your existence after 1d10 days. Upon being reintroduced to you through pictures or by seeing you again their memory immediately picks up where it left off.
Guarding Shadow
Prerequisites: Shadower
Description: For 1 minute as a swift action you can summon a shadow shield into one hand. This shield functions as a buckler and can be used to parry.
Of the Dark
Prerequisites: Shadower
Description: When in an area of total darkness (enough to need Darkvision) once per encounter you can heal yourself for 1d5 HP.
Day Child
Prerequisites: Vampire, 1st level only
Description: While in sunlight you do not take damage, however you take a -5 to all Defenses and must disguise yourself as a human using a Deception check else your true form will be revealed, imparting a -5 to all skill checks while in sunlight.
Sliver of Life
Prerequisites: Vampire
Description: You are no longer healed by unholy and harmed by holy magic, and instead function as a living target for the purposes of this healing. Despite this, you only heal half HP when affected by holy healing. Unholy damage only hurts you half as much.
Bladed Dance Style
Prerequisites: Artisan (Dance) Trained
Description: On your turn when making attacks with a melee weapon, you can make an Artisan (Dance) check, the DC is equal to the opponent’s Defense and the DC is reduced by 2 for every attack which has successfully hit the opponent. Each successful Artisan (Dance) check allows you to move 1 square, so long as you remain within melee range of the opponent. This movement is counted as a Step.
Level 5: Damage you deal is increased by +1k0 if a successful Artisan (Dance) check is made against the opponent’s Defense. This can be done on one attack per turn.
Level 10: If you have moved more than 2 squares on your turn, gain a +2 Defense/Avoid.
Level 15: Once per day, add ½ the result of an Artisan (Dance) check onto to-hit.
Level 20: You are immune to being disarmed.
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Blunting Style
Prerequisites: Proficient with armor
Description: Once per encounter as a reaction (similar to that of a Dodge) you can reduce the damage that would be dealt by a weapon, unarmed, or natural attack. In doing this, you grant yourself a bonus to Deflection on the area that’s being struck equal to ½ Strength + ½ Endurance. This bonus lasts until the end of your next turn.
Level 5: Reduce the Armor Penalty by ½ level (minimum 2) and increase Agility to Defense by ½ level (minimum of +2).
Level 10: Gain the Deflection to Body as a bonus to Defense for 2 rounds once per encounter.
Level 15: Increase your move speed while wearing armor by ½ Agility, and negate the penalty to move speed from the armor worn.
Level 20: You are immune to sunder checks on your armor.
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Critical Champion Style
Prerequisites: Improved Critical, Level 9
Description: On a critical hit with weapons you have Weapon Focus in, you deal +5 points of damage before doubling.
Level 5: On critical hits, double Penetration as well. If the Penetration is 0, increase it by 1 instead of doubling it.
Level 10: Critical hits are triggered when rolling half kept results as 10s instead of all kept results as 10s.
Level 15: If you kill an enemy with a critical hit, the next attack roll adds another 10 result for the purpose of critical hits.
Level 20: Critical hits you make deal triple damage rather than double.
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Deft Feet Style
Prerequisites: Dodge, Improved Initiative
Description: You gain an amount of additional uses of the Dodge reaction equal to ½ Agility. This supersedes the bonus granted by the Dodge feat and replaces it.
Level 5: Gain a bonus on Dodge reactions made equal to ½ Agility.
Level 10: If you successfully negate an attack through the use of the Dodge reaction and you hadn’t taken a Step action on your last turn, you can take your Step action now as if the Step Up feat had been triggered.
Level 15: Gain a +1k0 bonus on Dodge reactions made, so long as your Agility is not being restricted by an armor’s Agility to Defense.
Level 20: You are immune to being tripped.
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Gladiator Style
Prerequisites: Step Up or Risky Strike
Description: While fighting an opponent and no other allies or enemies are threatening you or the enemy, you gain a +2 bonus to attack and damage.
Level 5: While the criteria above is met, you cannot be tripped or disarmed.
Level 10: When attempting to parry and the opponent fails to hit you, you can make a free disarm check against them.
Level 15: When taking a Step action, you can intentionally provoke an opponent’s attack of opportunity on you. This attack gains a +1k0 to hit against you, however regardless of if you had used it or not during your turn you may attempt to Parry. Successfully parrying deals ½ the opponent’s weapon’s damage to themselves.
Level 20: When you are engaged with an enemy in one-on-one combat, you cannot be affected by anyone except for them, and vice versa. Environmental effects still occur; however area of effects (both friendly and non-friendly), and attacks from both allies and enemies are negated until the one-on-one duel is finished.
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Heroic Style
Prerequisites: Martial Arts
Description: On unarmed strikes, you can change the damage type to any arcane element (excluding Sonic and Arcane). This change can either be ‘turned off’ as a free action, or the type of damage dealt can be changed to another element as a swift action.
Level 5: When dealing energy damage with your unarmed strikes, spend a swift action to instead gain a bonus to your unarmed strike’s penetration equal to ½ your level.
Level 10: While dealing energy damage with your unarmed strikes, gain Energy Resistance 10 of the energy type you’re currently dealing damage with.
Level 15: You can make a ranged attack with your unarmed strikes out to 4 squares. This attack must deal an energy type for damage, not the standard unarmed damage.
Level 20: On a full-round attack, you can roll a single unarmed strike and upon hitting deal damage as if you had made a full-round attack with all of your unarmed strikes.
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Mage Killer Style
Prerequisites: Witch Hunter
Description: You receive an additional +1k0 to hit and damage with Witch Hunter.
Level 5: If an opponent attempts to cast a spell on themselves while adjacent to you, you can make an attack of opportunity unless they succeed on a Concentration check with the DC = your attack roll. On a successful hit, the spell affects you instead.
Level 10: Once per day you can choose to be unaffected by a spell that would normally affect you. This must be a non-damaging spell. For effects such as invisibility which affect the caster, you are still able to see them and negate any penalties such a spell would give to you.
Level 15: At the beginning of combat enemy magic users who are able to see you have an attack against their Mental Defense using ½ Level k ¼ Level as the roll (max 10k5), and on a successful hit the magic users take 1d5 points of sanity damage.
Level 20: You are immune to critical hits from spells, and enemy mind-affecting spells.
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Swashbuckling Style
Prerequisites: Two-Weapon Fighting
Description: While Two-Weapon Fighting with a sword in one hand and a pistol in the other hand, halve the penalties for Two-Weapon Fighting (minimum of no penalty).
Level 5: Increase damage with both your sword and pistol by +1k0.
Level 10: Once per encounter, grant either your sword or pistol the accurate weapon property.
Level 15: Once per encounter you can deal bleed damage on a successful attack with either the sword or the pistol. This bleed damage is 1d5 and lasts 4 rounds.
Level 20: You are immune to bleed damage.
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Thrown Style
Prerequisites: Weapon Focus (Associated thrown weapon)
Description: On a successful hit with thrown weapon, an additional attack can be made against another foe within half of the weapon’s standard range increment. This additional attack deals damage normally.
Level 5: Increase the range of thrown weapons by ½ your Strength + ½ your Agility.
Level 10: Upon dealing damage to an opponent with a ranged weapon, they take a penalty to Defense/Avoid equal to your Strength or Agility, whichever is higher.
Level 15: Regardless of the weapon, all thrown weapons return to you after being thrown at the end of your turn.
Level 20: You do not suffer attacks of opportunity for moving through threatened squares or throwing a thrown weapon while in melee. In addition, you can provoke with the thrown weapon as if it were a melee weapon.
Absolute Corruption
Prerequisites: Elemental Focus (Corruption)
Description: When using a spell with the [Corruption] elemental tag you can forgo the damage to instead disable one of the person’s limbs. Choose the left or right arm or leg of your target. That body part is counted as having been critically hit and takes the critical hit penalties for a number of rounds equal to your Magic, however the severing effect doesn’t take place.
Alchemy Epiphany
Prerequisites: Alchemist 15th level
Description: You learn several taboo alchemy rituals and how to perform them properly.
Revival: The act of reviving individuals is difficult, even with life-giving magic like Divine magic. However with this ritual, you are able to blend science and magic in a perverse ritual against nature. The deceased can’t have been dead for more than 1 month, and the cost of materials equals 12,000 G.
Once prepared a DC 20 + target’s level check must be made. This check can either be Artisan (Alchemy, Potions, or other applicable types) or Spellcraft. On a success, the person is revived and cannot be revived again in this manor. On a failure the person attempting the ritual is reduced to 1 HP, loses a body part (organs, limbs, eyesight, hearing, etc.), and cannot perform this ritual for 1 month thereafter.
Power of God: Some alchemists wish to distill their power in order to taunt the gods, and show their superiority. In order to perform this ritual, you must sacrifice someone dear to you (embodying selfishness) or sever something such as an arm or leg from yourself (embodying selflessness) and spend 18,000 G on materials. After doing this, you receive a potion which can be drank. The person who drinks this potion counts themselves and any weapons they wield as “Legendary” for the purpose of harming deities.
Immortality: The most widely sought after source of power is the ability to make oneself and their loved ones immortal. In order to make a Tincture of Immortality the Alchemist must expend 20,000 G on materials and succeed a DC 60 Artisan (Potions or Alchemy) or Spellcraft check.
Success creates a potion which, when drank, grants the drinker immortality. This merely means the drinker stops aging after the age they were when they drank the potion. Any age bonuses/penalties still apply.
Bursting Wave
Prerequisites: Elemental Focus (Water)
Description: Alter an area of effect water spell to deal damage in a radius instead of a line or cone. This uses the spell’s original range (6 square line becomes 6 square radius, and so on).
Corrupted Spell
Prerequisites: Spell Bleed, Magic 6
Description: The elemental tags of this spell become [Corruption] instead, and the additional damage dealt from Spell Bleed is also dealt to you, and it cannot be resisted even if you have Corruption Resistance.
Using Corrupted Spell increases the MP cost of a spell by 2.
Counter Spell
Prerequisites: Spellcasting, Magic 6
Description: You are able to parry spells by using your own spells. Doing this requires you to expend MP equal to the spell the opponent is casting, and making a Magic-based attack roll as if you were parrying. On a successful hit, the spell is deflected and does not reach its destination.
If the opponent spent extra MP on the spell (such as through feats or class abilities), you do not spend extra MP unlike them.
You cannot do this against spells which are of a higher level than you could cast (example, a 1st level Mage cannot counter a 5th level spell).
Deep Freeze
Prerequisites: Elemental Focus (Ice)
Description: When using a spell with the [Ice] elemental tag, you can forgo the spell’s damage to instead make the spell’s attack go against Bodily Defense. On a successful hit, all of the target’s move speeds are reduced to 1 square (Land, Fly, Climb, etc.)
Digital Root
Prerequisites: Smarts 6, Magic 4
Description: Find the digital root of your Smarts, Magic, and Resistance together (5 + 2 + 3 = 10, then 1 + 0 = 1, thus the digital root is 1) and once the Digital Root is found make a Spellcraft check against a DC of 15 + your Caster Level + Digital Root. On a success, you can overcharge the spell with potent energy and reduce the MP cost by 1. On a failure however the MP cost is increased by the amount equal to the Digital Root.
Elemental Focus
Prerequisites: None
Description: When rolling spell attacks with an element of your choice, you gain a +1k0 to hit. This feat can be taken multiple times, each time a new element must be chosen. Elements also include spell tags (such as Holy, Unholy, Psychokinetic, etc.)
Elemental Spell
Prerequisites: Spellcraft Trained
Description: You can change the element of an arcane spell being cast. This change must be chosen before the spell is being cast.
Using Elemental Spell increases the MP cost of a spell by 1 unless the element chosen is sonic, corruption, or arcane. Sonic costs 2, Corruption costs 4, and Arcane costs 8.
Evoker Epiphany
Prerequisites: Evoker 15th level
Description: You discover how to make talismans and trinkets which enhance your elemental power, making you stronger and more versatile.
At the beginning of the day you can designate your talisman to one of the elements listed below. If the element taken is the element from your Elemental Specialization you gain a +2k1 to attack and damage with your Blast in addition to the other effects listed below. If the element chosen is different from your Elemental Specialization, you can change your Blast to do that damage type instead, or deal half your Elemental Specialization and half the new element on damage.
Fire: As a full-round action you can make a Lava Blast, making a single attack against an opponent as you would with your Blast. On a successful hit, the lava sticks to the opponent’s flesh and deals 1 Fire damage (bypassing Soak and any elemental resistances) for 1d5 rounds. This is in addition to the normal damage.
Water: As a full-round action you can make a Whirlpool Blast, making a single attack against an opponent as you would with your Blast. On a successful hit the opponent is stuck in place and is incapable of moving or teleporting for 1d5 rounds. This is in addition to the normal damage.
Ice: As a full-round action you can make a Frozen Blast, making a single attack against an opponent as you would with your Blast. On a successful hit the opponent is stunned for 1d5 rounds. This is in addition to the normal damage.
Acid: As a full-round action you can make a Necrotic Blast, making a single attack against an opponent as you would with your Blast. On a successful hit the opponent’s armor is completely negated for 1d5 rounds. This is in addition to the normal damage.
Earth: As a full-round action you can make a Pummeling Blast, making a single attack against an opponent as you would with your Blast. On a successful hit the opponent is knocked prone and is unable to stand for 1d5 rounds. This is in addition to the normal damage.
Wind: As a full-round action you can make a Whirlwind Blast, making a single attack against an opponent as you would with your Blast. On a successful hit the opponent takes a -5 to all checks for 1d5 rounds. This is in addition to the normal damage.
Electricity: As a full-round action you can make a Shocking Blast, making a single attack against an opponent as you would with your Blast. On a successful hit the opponent is paralyzed for 1d5 rounds. This is in addition to the normal damage.
Sonic: As a full-round action you can make a Thunderous Blast, making a single attack against an opponent as you would with your Blast. On a successful hit the opponent is deafened for 1d5 rounds. This is in addition to the normal damage.
Corruption: As a full-round action you can make a Corroding Blast, making a single attack against an opponent as you would with your Blast. On a successful hit the opponent takes a -5 to all Defenses for 1d5 rounds. This is in addition to the normal damage.
Holy: As a full-round action you can make a Angelic Blast, making a single attack against an opponent as you would with your Blast. On a successful hit the opponent takes a -2k2 to all attacks. This only affects undead enemies. This is in addition to the normal damage.
Unholy: As a full-round action you can make a Demonic Blast, making a single attack against an opponent as you would with your Blast. On a successful hit the opponent takes a -2k2 to all attacks. This only affects living enemies. This is in addition to the normal damage.
Flame Jet
Prerequisites: Elemental Focus (Fire)
Description: Alter an area of effect fire spell to deal damage in a line instead of a radius or cone. This uses the spell’s original range (6 square radius becomes 6 square line, and so on).
Forger Epiphany
Prerequisites: Forger 15th level
Description: Any Artisan skill which you possess can be used for any other application, even if it would not normally be viable. For every additional Artisan skill beyond the first you gain a +1k1 to Artisan checks.
For example, if you have Artisan (Potions) this can be used to craft anything you want. As well, if you have Artisan (Armor) and Artisan (Weapons) as well you gain a +2k2 total on your Artisan (Potions) check (or Armor or Weapons) to craft.
The DC to craft with an inappropriate craft skill increases by 5.
Hidden Power
Prerequisites: 15th level
Description: At the beginning of the day, choose an Item of Power you have in your possession (if any). You can unlock hidden magical power within it, and this Item of Power grants you a +1 to two stats of your choice while worn.
Intense Spell
Prerequisites: None
Description: If the spell rolls damage, this increases the amount of keep dice by +0k1. If the spell has a set damage, this adds 2 to the set damage.
Using Intense Spell increase the MP cost of a spell by 2.
Learned Spell
Prerequisites: Smarts 4, Spellcasting
Description: You can use your Smarts in place of Magic for the purpose of spellcasting, prerequisites, and effects which call upon Magic. This must be selected at 1st level only.
Magic Afterimage
Prerequisites: Spellcasting, Magic 8, Level 9
Description: By spending MP for a spell you're about to cast twice, you can effectively cast the spell twice in a row. Using this ability can set you below 0 MP, however you do not fall unconscious until after the spell has been cast the second time. This cannot copy spells which require a full-round action or longer to cast.
When used, you cast the spell as normal on your turn. On the turn thereafter the spell is cast again without your input (or even requiring you to be conscious), merely extending from its origin point once more and following the caster's direction (or directions prior if they've been knocked out).
Mindscape Specialist
Prerequisites: Magic, Smarts, or Resistance 4
Description: While within a Mindscape, choose one (chosen when the Mindscape battle initiates): Attack or Defense. If Attack is chosen, gain a +2k1 to-hit. If Defense is chosen, your total amount of HP for the Mindscape is increased by an amount equal to half your level (minimum of 1).
Muscle Memory
Prerequisites: Strength 4, Spellcasting
Description: You can use your Strength in place of Magic for the purpose of spellcasting, prerequisites, and effects which call upon Magic. This must be selected at 1st level only.
Mystic Shield
Prerequisites: Armor Proficiency, Spellcasting
Description: By spending MP you are able to conjure a shield for you to use for a short time. This shield possesses Deflection equal to the highest spell level you are able to cast, and the cost is equal to 3 + Spell Level (minimum of 4 MP cost). This shield can also be used for Parrying against physical, magical, and incorporeal attacks.
This lasts for 1 round per point of Magic or Resistance (whichever is higher) you possess.
Necrotic Acid
Prerequisites: Elemental Spell (Acid)
Description: An acid spell can be altered to deal ½ damage for a number of rounds equal to ½ your Magic.
Penetrating Spell
Prerequisites: Magic 6, Spellcasting
Description: Add your Magic as a bonus to the Penetration of spells you cast. With energy damage (such as fire or psychokinetic) it reduces it similar to armor.
Name: Penetrating Spell, Improved
Prerequisites: Magic 8, Penetrating Spell, Elemental Focus, Level 9
Description: Spells chosen with Elemental Focus add a bonus to their Penetration equal to half level (minimum 1). This is on top of the bonus from Penetrating Spell.
Potion of Life
Prerequisites: 17th level
Description: Once per day you can use a potion on an ally that has been killed within the past 6 rounds. This ally is brought back to life at 0 HP and recovers an amount of HP equal to what the healing potion would grant them.
Prisoner Spell
Prerequisites: None
Description: You can alter your spell to deal nonlethal damage instead of lethal damage. In addition to this, if you increase the MP cost of the spell by 1, opponents knocked unconscious by the nonlethal damage are bound in spectral chains that can be broken out of with a Strength check or Acrobatics check at a DC 20. These chains remain active for a number of minutes equal to your Magic score.
Rebounding Spell
Prerequisites: Magic 4
Description: When used on a spell you have just cast that has successfully hit its target, a new attack roll is made against someone within the range of the spell (using the target as the origin square), and another attack roll is made at the new target. Upon a hit it deals the spell’s effects, however it is halved (half the penalty, half the damage, etc.)
Using Rebounding Spell increase the MP cost of a spell by 2.
Selective Spell
Prerequisites: Magic 6
Description: When casting an area of effect spell, this can be applied to it. You and your allies are excluded from the effects of the area of effect spell.
Using Selective Spell increase the MP cost of a spell by 4.
Silent Spell
Prerequisites: None
Description: When casting this spell, you can forgo the use of your voice. This allows a Stealth roll to be made when casting a spell (normally this isn’t allowed) and on a successful roll vs. someone’s sight-based Awareness, they do not notice the spell being cast. This can’t be used on Psychic spells, and this Stealth roll can be done on Psychic spells without the use of this feat.
Soaring Wind
Prerequisites: Elemental Focus (Wind)
Description: Sacrifice the MP cost of one of the Wind spells you have in your repertoire. Upon doing this, you can grant yourself a Fly speed equal to double the level of the spell being sacrificed. This lasts for a number of rounds equal to your Magic.
Sow Potion
Prerequisites: 9th level
Description: As a standard action you can sprinkle a potion around you, creating a 4 square radius of mist from the potion. Everyone (including yourself) are affected by the potion whether they’re willing or not. This can also be used with poisons. Wearing a gasmask or similar apparatus negates this.
Spell Bleed
Prerequisites: Magic 4
Description: You deal 5 more points of damage with the spell you cast while using Spell Bleed. You deal this damage to yourself on the round after it is cast. This damage can't be resisted by any Resistances and Immunities you have.
Spell Sacrifice
Prerequisites: Magic 4
Description: Instead of casting a spell, you can sacrifice the MP cost it’d take to instead grant yourself a bonus to Defense/Avoid. This bonus is equal to the spell’s level. The minimum level of a spell that can be sacrificed is 1.
Spell Shot
Prerequisites: Weapon Focus (Pistol), Magic 4
Description: You are able to continuously fire your pistol, even if it would normally run out of ammo and need to be reloaded. You can continue to shoot so long as you have the MP to spent and the number of attacks made does not exceed your regular Attacks per Round you could make normally. This costs 1 MP per shot made past the weapon's regular ammo.
This can be used on single shot pistols too, effectively transforming them into Semi weapons so long as you are spending MP to fire them.
Storm Spell
Prerequisites: Elemental Focus (Electricity)
Description: When applying this onto a spell, the adjacent squares next to an area of effect electricity spell deal ½ the spell’s damage. Example: Those adjacent to the line of a Lightning Bolt would apply the same attack to them, and take ½ electricity damage on a failed save, or ¼ on a successful save.
This can also be applied to single target spells, in which case the adjacent squares to the target deal ½ damage.
Strong Stone
Prerequisites: Elemental Focus (Earth)
Description: When applied onto a spell you can add your Strength onto damage as a flat bonus with the Earth spell.
Melee Earth spells can be two-handed, and gain the benefits of two-handing to Strength much like a weapon.
Targeting Spell
Prerequisites: None
Description: By expending more MP you are able to increase the accuracy of your spell. The amount of MP you are able to spend in this manner is up to your Magic score so long as it isn’t greater than your current level, otherwise it is up to your level. For each additional point of MP spent on the spell, it increases the attack roll of the spell by +1k0. Targeting Spell can only affect spells that go against Defense or Avoid.
Trained Soul
Prerequisites: None
Description: You gain 1 bonus MP per level.
Unarmed Spell
Prerequisites: Martial Arts
Description: When casting a spell that goes against Defense or Avoid against an enemy that is adjacent to you and you hit with the spell, you can deal your Unarmed Strike damage on top of the spell’s damage.
Wand Mastery
Prerequisites: 8 Magic or 8 Smarts, 15th level
Description: If you have MP, you can expend MP in order to activate the wand without spending one of its uses. In addition to this, you can attempt a Spellcraft check (DC 25 + Double Spell Level) in order to replace the spell within the wand with another you are able to cast or one within a scroll you own (this depletes the use within the scroll). This can grant a wand a spell beyond 2nd level. If this is done, the wand is only able to be used by you and you alone.
Widened Spell
Prerequisites: Magic 4
Description: On an area of effect spell, double the area. For example, a 6 square radius becomes a 12 square radius. Those outside of the initial area of the spell take ½ damage.
Using Widened Spell increase the MP cost of a spell by 2.