Feats: Difference between revisions

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<div id="ArmProfHvy">
<div id="ArmProfHvy">


=== Armor Proficiency (heavy) ===
=== Proficiency: Armour, Heavy ===


Type of Feat: General<br/>Specifics: This feat grants the knowledge to make effective use of heavy armor.<br/>Use: Automatic. Fighters, Paladins, Rangers, Clerics, and Druids receive this feat for free.
Type of Feat: General<br/>Specifics: This feat grants the knowledge to make effective use of heavy armor.<br/>Use: Automatic. Fighters, Paladins, Rangers, Clerics, and Druids receive this feat for free.
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<div id="ArmProfLgt">
<div id="ArmProfLgt">


=== Armor Proficiency (light) ===
=== Proficiency: Armour, Light ===


Type of Feat: General<br/>Specifics: This feat grants the knowledge to make effective use of light armor.<br/>Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.
Type of Feat: General<br/>Specifics: This feat grants the knowledge to make effective use of light armor.<br/>Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.
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<div id="ArmProfMed">
<div id="ArmProfMed">


=== Armor Proficiency (medium) ===
=== Proficiency: Armour, Medium ===


Type of Feat: General<br/>Specifics: This feat grants the knowledge to make effective use of medium armor.<br/>Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.
Type of Feat: General<br/>Specifics: This feat grants the knowledge to make effective use of medium armor.<br/>Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.
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=== Great Fortitude ===
=== Great Fortitude ===


Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.<br/>Use: Automatic.
Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: A character with this feat is tougher than normal, gaining a +5 bonus to all Fortitude saving throws.<br/>Use: Automatic.


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=== Improved Unarmed Strike ===
=== Improved Unarmed Strike ===


Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack. In addition, the character receives a bonus to Shield AC when fighting unarmed equal to the AC bonus of any equipped gauntlets or bracers.<br/>Use: Automatic. Monks receive this feat for free at Level 1.
Type of Feat: General<br/>Prerequisite: None.<br/><br/>Specifics: Armed opponents no longer get attacks of opportunity against the character when they attempt an unarmed attack. While the main hand is empty, the character's unarmed strikes inflict an additional +1d4 damage.<br/><br/>Use: Automatic. Monks receive this feat for free at Level 1.


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=== Iron Will ===
=== Iron Will ===


Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: The character's strong presence of mind gives him a +2 bonus to all Will saving throws.<br/>Use: Automatic.
Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: The character's strong presence of mind gives them a +5 bonus to all Will saving throws.<br/>Use: Automatic.


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=== Lightning Reflexes ===
=== Lightning Reflexes ===


Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws.<br/>Use: Automatic.
Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: The character's reflexes are faster than normal, granting them a +5 bonus to all Reflex saving throws.<br/>Use: Automatic.


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<div id="PBShot">
<div id="PBShot">


=== Ranged Fighting ===
=== Combat Style: Ranged Fighting ===


Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Required For: Improved Ranged Fighting, Crossbow Fighting<br/>Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee. Characters receive +1 attack per round while wielding a bow, or a throwing weapon with an empty off-hand. Crossbows receive full attacks per round, instead of being locked at one per round.<br/>Improved Ranged Fighting: Bows receive the character's Strength modifier to damage. Crossbows receive +3 AB. This is automatically gained at level 6.<br/>If wielding a throwing weapon or sling with a shield or torch, the character will use Shield Fighting or Torch Fighting if they possess those feats.<br/>Use: Automatic.
Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Required For: Improved Ranged Fighting<br/>Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee. The character also gains +1 attack per round while wielding a bow or throwing weapon. If wielding a crossbow, the character is no longer limited to one attack per round, and gains +2 AB.<br/>Use: Automatic.<br/>Special: This feat automatically upgrades to Improved Ranged Fighting at level 6, granting bows a damage bonus equal to the character's Strength modifier. Crossbows instead gain +4 AB.


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<div id="Shield">
<div id="Shield">


=== Shield Proficiency ===
=== Proficiency: Shield ===


Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: A character with this feat has the training required to use a shield.<br/>Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.
Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: A character with this feat has the training required to use a shield.<br/>Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.
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<div id="Toughness">
=== Toughness ===
Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: A character with this feat is tougher than normal, gaining one bonus hit point per level. Hit points are gained retroactively when choosing this feat.<br/>Use: Automatic.


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<div id="TwoWeap">
<div id="TwoWeap">


=== Two-Weapon Fighting ===
=== Combat Style: Two-Weapon Fighting ===
 
Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Required for: Improved Two-Weapon Fighting.<br/>Specifics: A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -6 to the off-hand becomes -4 for the primary hand and -4 for the off-hand. Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (to -2/-2).<br/>Use: Used automatically when fighting with two weapons.<br/>Special: This feat automatically upgrades to Improved Two-Weapon Fighting at level 6, granting a second extra attack.
 
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<div id="WeapFinesse">
 
=== Weapon Finesse ===


Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).<br/>Use: Automatic when using any of the following weapons: dagger, handaxe, kama, katana, kukri, light hammer, longsword, mace, quarterstaff, rapier, scimitar, short sword, sickle, whip and unarmed strike.<br/>Special: Innate to all characters.
Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Required for: Improved Two-Weapon Fighting.<br/><br/>Specifics: A character with this feat removes the penalty of -6 attack bonus suffered when fighting with two weapons.<br/><br/>In addition, whilst wielding two weapons, whenever the character receives a bonus attack per round (such as from Haste, or a class or archetype feature), they receive an additional bonus attack per round.<br/><br/>Use: Used automatically when fighting with two weapons.<br/>Special: This feat automatically upgrades to Improved Two-Weapon Fighting at level 6, granting a second extra attack.


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<div id="ResistPoison">
<div id="WeapProfMar">


=== Resist Poison ===
=== Proficiency: Weapon, Martial ===


Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: Character gains a +4 bonus on Fortitude saving throws against poison.<br/>Use: Automatic.
Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: This feat allows effective use of all martial weapons. The martial weapons list includes melee weapons such as the bastard sword, battleaxe, dire mace, dwarven waraxe, greataxe, greatsword, halberd, handaxe, heavy flail, katana, kukri, light flail, light hammer, longsword, maul, morningstar, rapier, shortsword, scimitar, scythe, trident, warhammer, and whip. Ranged weapons include the heavy crossbow, longbow, shuriken, and throwing axes.<br/>Normal: A character cannot equip weapons they are not proficient in.<br/>Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons.


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<div id="Stealthy">
<div id="WeapProfSim">


=== Stealthy ===
=== Proficiency: Weapon, Simple ===


Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: Character gains a +2 bonus on Stealth checks.<br/>Use: Automatic.
Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: This feat allows effective use of all simple weapons. This includes melee weapons such as the club, dagger, heavy mace, kama, mace, quarterstaff, sickle, and spear. Ranged weapons include light crossbow, shortbow, sling, and throwing daggers.<br/>Normal: A character cannot equip weapons they are not proficient in.<br/>Use: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons.


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<div id="FEAT_EPIC_AUTOMATIC_QUICKEN_1">
<div id="FEAT_EPIC_AUTOMATIC_QUICKEN_1">


=== Quicken Spell ===
=== Metamagic: Quicken Spell ===


Type of Feat: Metamagic<br/>Prerequisite: Ability to cast first-level spells<br/>Specifics: The caster reduces the time taken to cast spells, allowing them to cast two spells in one round. Grants ten charges, with each affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20. Costs 4 Metamagic.<br/><br/>Use: Selected.
Type of Feat: Metamagic<br/><br/>Specifics: The caster reduces the time taken to cast spells, allowing them to cast two spells in one round. Activation of this feat consumes 4 Metamagic to generate 10 charges, with each charge affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20.<br/><br/>Whilst under the effects of Haste, no charges are consumed when casting spells.<br/><br/>Use: Selected.


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=== Scribe Scroll ===
=== Scribe Scroll ===


Type of Feat: Item Creation<br/>Prerequisite: Spellcaster Level 1st+.<br/><br/>Specifics: You can create a scroll of any spell that you know. Scribing a scroll costs ichor equal to the level of the spell. Offensive/damaging spells use red ichor, healing/restorative spells use green, and all other types of spell use blue.<br/><br/>Use: Selected (In order to scribe a scroll, the character has to cast the spell in question on a specially prepared blank scroll)
Type of Feat: Item Creation<br/>Prerequisite: None.<br/><br/>Specifics: You can create a scroll of any spell that you know. Scribing a scroll costs ichor equal to the level of the spell. Offensive/damaging spells use red ichor, healing/restorative spells use green, and all other types of spell use blue.<br/><br/>Use: Selected (In order to scribe a scroll, the character has to cast the spell in question on a specially prepared blank scroll)


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<div id="2HStyle">
<div id="2HStyle">


=== Great-Weapon Fighting ===
=== Combat Style: Great-Weapon Fighting ===


Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Required for: Improved Great-Weapon Fighting<br/>Specifics: A character with this feat can make powerful attacks when wielding a single melee weapon with both hands. Gain a +3 bonus to the damage roll when wielding these weapons.<br/>Use: Automatic.<br/>Special: This feat automatically upgrades to Improved Great-Weapon Fighting at level 6, increasing the damage bonus to +6.
Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Required for: Improved Great-Weapon Fighting<br/><br/>Specifics: A character with this feat can make even more powerful attacks when wielding a Large melee weapon. Any weapon damage bonuses you receive are doubled (such as from Runes, Oils, Enhancement Bonus, class or archetype features, etc).<br/><br/>Use: Automatic.<br/>Special: This feat automatically upgrades to Improved Great-Weapon Fighting at level 6, granting the character additional damage equal to your combined Strength and Dexterity modifiers on missed attacks.


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<div id="1HStyle">
<div id="1HStyle">


=== Single Weapon Fighting ===
=== Combat Style: Single Weapon Fighting ===


Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Required For: Improved Single Weapon Fighting<br/>Specifics: When wielding a one-handed melee weapon with the off-hand empty, the character gains a +3 attack bonus. Tiny and Small weapons (excluding whips) also gain a +1 damage bonus.<br/>Use: Passive<br/>Special: This feat automatically upgrades to Improved Single Weapon Fighting at level 6, increasing the attack bonus to +6.
Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Required For: Improved Single Weapon Fighting<br/><br/>Specifics: When wielding a one-handed melee weapon with the off-hand empty, the character gains a +3 attack bonus. In addition, for each point an attack's attack roll exceeds the target's AC, the attack's damage is increased by 5%, to a maximum of +50%.<br/><br/>Use: Passive<br/>Special: This feat automatically upgrades to Improved Single Weapon Fighting at level 6, increasing the attack bonus to +6 and the maximum damage increase from beating the target's AC to 100%.


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<div id="ShieldStyle">
<div id="ShieldStyle">


=== Shield Fighting ===
=== Combat Style: Shield Fighting ===


Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Specifics: While wielding a shield, the character gains a +10% resistance to all physical damage.<br/>Use: Automatic.<br/>Special: This feat automatically upgrades to Improved Shield Fighting at level 6, increasing the damage resistance to +20%.
Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Specifics: While wielding a shield, the character gains a 20% multiplicative damage immunity to all physical damage. In addition, they gain a 5% chance per Constitution modifier to perform an Attack of Opportunity against an attacker.<br/>Use: Automatic.<br/>Special: This feat automatically upgrades to Improved Shield Fighting at level 6, increasing the damage immunity to 30%.


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<div id="TorchStyle">
<div id="TorchStyle">


=== Torch Fighting ===
=== Combat Style: Implement Fighting ===


Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Required for: Improved Torch Fighting<br/>Specifics: While wielding a torch in the off-hand, opponents in melee range suffer a -2 penalty to attacks for 3 rounds following an attack against you. While suffering this effect, any further attacks provoke a counterattack of fire damage equal to half your Constitution modifier (rounded up). This counterattack may be performed a maximum number of times per round equal to your attacks per round, with each counterattack resetting one round after its execution.<br/><br/>Use: Automatic.<br/>Special: This feat automatically upgrades to Improved Torch Fighting at level 6, increasing the AB reduction to -3 and the damage bonus to the character's full Constitution modifier.
Type of Feat: Combat Style<br/>Prerequisite: None.<br/>Required for: Improved Implement Fighting<br/>Specifics: While wielding an implement in the off-hand, when you perform an attack or cast a harmful spell you create a Retaliation effect on yourself [Trigger: Attacks, Damage: CON+2d6 (Type: Variable: See below), Limit: +2 per Attack, Duration: 1m, Cooldown: 1s, per-Attacker]. Triggering this Retaliation effect also applies a -2 AB debuff to the attacker for 3 rounds.<br/><br/>The type of this damage is dependent on the implement in use. A torch will result in Damage Type: Fire. Other implements may configure the type of damage they deal via use of the 'Set Damage Type' itemproperty and subsequent Implement Fighting menu.<br/><br/>Use: Automatic.<br/>Special: This feat automatically upgrades to Improved Implement Fighting at level 6, increasing the AB reduction to -3 and the Retaliation Limit gained per attack or harmful spell to +3.


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=== Maneuver: Knockdown ===
=== Maneuver: Knockdown ===


Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat can attempt to knock an opponent to the ground. The defender must make a Fortitude save against the character's Maneuver DC or be struck prone for one round. On a failed save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.<br/><br/>Mass: The character attempts to knock down all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.<br/><br/>Use: Activated.<br/>Special: Barbarians receive this feat for free at first level.
Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat can attempt to knock an opponent to the ground. The defender must make a Fortitude save against the character's Maneuver DC or be struck prone for one round. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.<br/><br/>Mass: The character attempts to knock down all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.<br/><br/>Use: Activated.


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=== Maneuver: Blind ===
=== Maneuver: Blind ===


Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat can attempt to blind an opponent. The defender must make a Reflex save against the character's Maneuver DC or be blinded for one round. On a failed save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.<br/><br/>Mass: The character attempts to blind all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.<br/><br/>Use: Activated.<br/>Special: Rogues receive this feat for free at first level.
Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat can attempt to blind an opponent. The defender must make a Reflex save against the character's Maneuver DC or be blinded for one round. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.<br/><br/>Mass: The character attempts to blind all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.<br/><br/>Use: Activated.


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=== Maneuver: Provoke ===
=== Maneuver: Provoke ===


Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat distracts and infuriates their enemies. The target is interrupted and forced to attack the provoker with a -1 AC penalty, and any damage they deal to others is reduced by half. This lasts for (Cha mod + 1, minimum 1) rounds.<br/><br/>Clarity clears Provoke.<br/><br/>Mass: The character attempts to provoke all nearby enemies, at an increased cost of 3 Maneuvers.<br/> <br/>Use: Activated.
Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat distracts and infuriates their enemies. The target halts whatever action they are performing, instead attacking the character. Creatures who are rated Elite, Solo, or are PCs, may only have their actions interrupted once per minute - the other effects are not limited in this way.<br/><br/>If the target attacks any creature other than the provoker whilst Provoked, they deal half damage (post-mitigation). The target's AC is also reduced by 1. The Provoke effect has a duration of 1 minute.<br/><br/>Mass: At a cost of 3 Maneuvers, multiple actions may be performed:<br/>* Targeting an ally will Provoke all creatures within 20m of that ally who are targeting that ally for 1 minute.<br/>* Targeting the ground will create a Persistent Area of Effect at that location for 3 rounds, which will Provoke all creatures within for 1 round, every round.<br/>* Targeting an enemy will act as if targeting the ground at their location.<br/>* Targeting the user will create a Persistent Area of Effect for 1 minute which travels with the user, Provoking any creatures within this zone for 1 round, every round.<br/> <br/>Use: Activated.


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=== Maneuver: Called Shot ===
=== Maneuver: Called Shot ===


Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat makes a targeted strike on their opponent. The defender suffers a -2 attack bonus penalty and a 20% movement speed penalty. These effects both last for a duration of (1 + Wis mod) rounds.<br/><br/>Mass: The character attempts a called shot against all nearby enemies, at an increased cost of 3 Maneuvers. <br/><br/>Use: Activated.<br/>Special: Rangers receive this feat for free at first level.
Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat makes a targeted strike on their opponent. The defender suffers a -2 attack bonus penalty and a 20% movement speed penalty. These effects both last for a duration of (1 + Wis mod) rounds.<br/><br/>Mass: The character attempts a called shot against all nearby enemies, at an increased cost of 3 Maneuvers. <br/><br/>Use: Activated.
 
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<div id="Maneuver_Mass">
 
=== Mass Maneuvers ===
 
Type of Feat: Combat Maneuver (Modifier)<br/>Prerequisite: None.<br/>Specifics: A character with this feat is able to apply certain Combat Maneuvers against more than one target. Activating this feat will cause the character to attempt a Mass version of the next Maneuver they attempt.<br/><br/>The details of any Mass variant of a Maneuver are detailed under that Maneuver's description.<br/><br/>Use: Activated.<br/>Special: Fighters receive this feat for free at first level.


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Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character using this Maneuver may pass through other characters' spaces for one round.<br/><br/>Mass: Grant all nearby allies to move through other characters' spaces for one round. Repeated applications stack durations.<br/>Use: Activated.
Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character using this Maneuver may pass through other characters' spaces for one round.<br/><br/>Mass: Grant all nearby allies to move through other characters' spaces for one round. Repeated applications stack durations.<br/>Use: Activated.
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<div id="Maneuver_Sprint">
=== Dash ===
Type of Feat: Free Action<br/>Prerequisite: None.<br/>Specifics: A character using this feat gains +50% movement speed for one round. An additional +1% movement speed is granted for each point of Athletics skill. Dash may be used a number of times equal to the character's Constitution Modifier + 2. Slaying any non-Minion creature restores one use of Dash.<br/><br/>Use: Activated.<br/>Special: You may use this feat again before its duration has expired to extend the duration of the Dash you currently have applied. All characters receive this feat for free at level 1.


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<div id="Metamagic_Silent">
<div id="Metamagic_Silent">


=== Silent Spell ===
=== Metamagic: Silent Spell ===


Type of Feat: Metamagic<br/>Prerequisite: Ability to cast first-level spells<br/>Specifics: The spells will be cast without verbal components. Grants ten charges, with each affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20. Costs 1 Metamagic.<br/><br/>Use: Selected.
Type of Feat: Metamagic<br/><br/>Specifics: The spells will be cast without verbal components. Grants ten charges, with each affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20. Costs 1 Metamagic.<br/><br/>Use: Selected.


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<div id="Metamagic_Extend">
<div id="Metamagic_Extend">


=== Extend Spell ===
=== Metamagic: Extend Spell ===


Type of Feat: Metamagic<br/>Prerequisite: Ability to cast first-level spells<br/>Specifics: The caster's next spell will have their duration doubled. Costs 1 Metamagic.<br/><br/>Use: Selected.
Type of Feat: Metamagic<br/><br/>Specifics: The caster's next spell will have their duration doubled. Costs 1 Metamagic.<br/><br/>Use: Selected.


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<div id="Metamagic_Empower">
<div id="Metamagic_Empower">


=== Empower Spell ===
=== Metamagic: Empower Spell ===


Type of Feat: Metamagic<br/>Prerequisite: Ability to cast first-level spells<br/>Specifics: Spells will have variable effects from sources such as dice increased by 50%. Costs 2 Metamagic.<br/><br/>Use: Selected.
Type of Feat: Metamagic<br/><br/>Specifics: Spells will have their damage increased by 50%. Costs 1 Metamagic.<br/><br/>Use: Selected.


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<div id="Metamagic_Selective">
<div id="Metamagic_Selective">


=== Selective Spell ===
=== Metamagic: Selective Spell ===


Type of Feat: Metamagic<br/>Prerequisite: Ability to cast first-level spells<br/>Specifics: The caster's next spell which would otherwise possibly harm allies, will instead shape around and ignore them, preventing them from being harmed. Costs 1 Metamagic.<br/><br/>Use: Selected.
Type of Feat: Metamagic<br/><br/>Specifics: The caster's next spell which would otherwise possibly harm allies, will instead shape around and ignore them, preventing them from being harmed. Costs 1 Metamagic.<br/><br/>Use: Selected.


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<div id="Metamagic_Heighten">
<div id="Metamagic_Heighten">


=== Heighten Spell ===
=== Metamagic: Heighten Spell ===


Type of Feat: Metamagic<br/>Prerequisite: Ability to cast first-level spells<br/>Specifics: The caster's next spell becomes more difficult to resist, raising the DC of their next spell by 4. Costs 2 Metamagic.<br/><br/>Use: Selected.
Type of Feat: Metamagic<br/>Prerequisite: Ability to cast first-level spells<br/>Specifics: The caster's next spell becomes more difficult to resist, raising the DC of their next spell by 4. Costs 1 Metamagic.<br/><br/>Use: Selected.


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<div id="Metamagic_Conversion">
<div id="Metamagic_Conversion">


=== Conversion ===
=== Metamagic: Conversion ===


Type of Feat: Metamagic<br/>Prerequisite: Ability to cast first-level spells<br/>Specifics: Converts metamagic into spell slots. Use of this feat will replenish the lowest level expended spell you know. Metamagic is converted at a rate of twice the Spell Level - e.g. a level 1 spell slot will cost 2 Metamagic to replenish while a level 4 slot will require 8.<br/><br/>Use: Selected.<br/>Special: Bards, Clerics, Druids, Wizards, and Sorcerers receive this feat for free at first level.
Type of Feat: Metamagic<br/>Prerequisite: Ability to cast first-level spells<br/>Specifics: Converts metamagic into spell slots. Use of this feat will replenish the lowest level expended spell you know. Metamagic is converted at a rate of twice the Spell Level - e.g. a level 1 spell slot will cost 2 Metamagic to replenish while a level 4 slot will require 8.<br/><br/>Use: Selected.<br/>Special: All spellcasters receive this feat for free at first level.


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=== Maneuver: Knockback ===
=== Maneuver: Knockback ===


Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat can attempt to knock an opponent back a short distance. The defender must make a Fortitude save against the character's Maneuver DC or be pushed away.<br/><br/>Mass: The character attempts to knock back all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.<br/><br/>Use: Activated.
Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat can attempt to knock an opponent back a short distance. The target is hurled 10m backwards and suffers the Dazed effect for 1 round if they are thrown against an object that halts their path.<br/><br/>PCs, and creatures of Elite or Solo tier, may only be knocked back once per minute. If Knockback is used on these creatures during this cooldown, they make a Fortitude save vs Dazed against your Maneuver DC instead.<br/><br/>Mass: The character attempts to knock back all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.<br/><br/>Use: Activated.


</div>
</div>
Line 373: Line 333:
=== Martial Acuity ===
=== Martial Acuity ===


Type of Feat: General<br/>Prerequisite: None<br/>Specifics: Your mental faculties augment the precision of your attacks. You gain a bonus to attack equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The attack bonus from your combined physical and mental ability modifiers cannot exceed 5 plus half your character level (rounded up).<br/><br/>Use: Automatic.
Type of Feat: General<br/>Prerequisite: None<br/>Specifics: Your mental faculties augment the precision of your attacks. You gain a bonus to attack equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The attack bonus from your combined physical and mental ability modifiers cannot exceed 10.<br/><br/>Use: Automatic.


</div>
</div>
Line 393: Line 353:
=== Simple Weapon Mastery ===
=== Simple Weapon Mastery ===


Type of Feat: General<br/>Prerequisite: None<br/>Specifics: You gain a damage bonus when using Simple weapons. Large weapons receive a +1d4 bonus, Light Crossbows receive a +2 bonus, and all other weapons receive a +1 bonus.<br/><br/>Note: While dual wielding, these damage bonuses will not appear on the character sheet, but will be applied when striking.<br/><br/>Use: Automatic. Barbarians, Fighters, Paladins, Monks, Rangers, and Rogues receive this feat for free at first level.
Type of Feat: General<br/>Prerequisite: None<br/>Specifics: You gain a damage bonus when using Simple weapons. Large weapons receive a +1d4 bonus, Light Crossbows receive a +2 bonus, and all other weapons receive a +1 bonus.<br/><br/>Note: While dual wielding, these damage bonuses will not appear on the character sheet, but will be applied when striking.<br/><br/>Use: Automatic.


</div>
</div>
Line 403: Line 363:
=== Maneuver: Stun ===
=== Maneuver: Stun ===


Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat can attempt to stun an opponent. The defender must make a Will save against the character's Maneuver DC or be stunned. On a failed save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.<br/><br/>Mass: The character attempts to stun all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.<br/><br/>Use: Activated.<br/>Special: Monks receive this feat for free at first level.
Type of Feat: Combat Maneuver<br/>Prerequisite: None.<br/>Specifics: A character with this feat can attempt to stun an opponent. The defender must make a Will save against the character's Maneuver DC or be stunned. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.<br/><br/>Mass: The character attempts to stun all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.<br/><br/>Use: Activated.<br/>Special: Monks receive this feat for free at first level.


</div>
</div>
Line 413: Line 373:
=== Selective Gadget ===
=== Selective Gadget ===


Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: Gadgets only damage hostile creatures. Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.<br/>Use: Automatic.
Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: Gadgets only damage hostile creatures. Gadgets include: acid flask, alchemist's fire, caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag, <br/>Use: Automatic.


</div>
</div>
Line 423: Line 383:
=== Dodgeroll ===
=== Dodgeroll ===


Type of Feat: Free Action<br/>Prerequisite: None.<br/>Specifics: The character rapidly covers a short distance in a straight line, passing through other creatures. Uses up 1 use of Dash.<br/><br/>Use: Selected
Type of Feat: Free Action<br/>Prerequisite: None.<br/>Specifics: The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.<br/><br/>Use: Selected


</div>
</div>
Line 433: Line 393:
=== Spell Focus ===
=== Spell Focus ===


Type of Feat: General<br/>Prerequisite: Spellcasting Level 1<br/><br/>The character receives a +2 bonus to all of their spell DCs. This automatically upgrades to its Greater form at level 6, granting a +4 bonus to spell DCs.<br/><br/>Use: Automatic.
Type of Feat: General<br/>Prerequisite: None.<br/><br/>The character receives a +2 bonus to all of their spell DCs. This automatically upgrades to its Greater form at level 6, granting a +4 bonus to spell DCs.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Toughness_New">
 
=== Toughness ===
 
Type of Feat: General<br/>Prerequisite: None<br/><br/>The character gains double the hit points granted by their class' hit dice at each level. For example, a level 5 Fighter would receive an additional 50 hit points (5d10), whilst a level 4 Wizard/6 Barbarian may receive 96 (4d6 + 6d12). These hit points are gained retroactively, should this feat be taken in later levels.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Symbiotic_Link">
 
=== Symbiotic Link ===
 
Type of Feat: General<br/>Prerequisites: None<br/><br/>Summoned creatures, companions, henchmen, and other NPC associates under the control of the character receive the effects of most Warding spells (see lists below) when the creature is created, or when the character receives the effects of the spell.<br/><br/>The following spells will be applied both to new and existing associates:<br/><br/>Barkskin, Bless, Bless Weapon, Bull's Strength, Camoflage, Cat's Grace, Deafening Clang, Death Ward, Eagle's Splendor, Elemental Weapon (including Weapon Runes), Endurance, Endure Elements, Expeditious Retreat, Fox's Cunning, Freedom of Movement, Greater Magic Weapon, Haste, Improved Invisibility, Invisibility, Mage Armor, Magic Vestment, Magic Weapon, Mind Blank, Minor Globe of Invulnerability, One With the Land, Owl's Wisdom, Prayer, Protection, See Invisibility, Shield, Shield of Faith, Stone Bones, War Cry.<br/><br/>The following spells will only be applied to existing associates, at the time of casting:<br/><br/>Aid, Death Armour, Elemental Rebuke, Endure Elements, Energy Buffer, Ethereal Visage, Ghostly Visage, Protection From Elements, Stoneskin, Wounding Whispers.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Extra_Summoning">
 
=== Extra Summoning ===
 
Type of Feat: General<br/>Prerequisites: None<br/><br/>A character with this feat may have one more summoned creature under their control at once.<br/><br/>Use: Automatic


</div>
</div>
Line 439: Line 429:
----
----


== Channel Divinity ==
<div id="Robust_Defense">


=== Channel Divinity: Divine Might ===
=== Robust Defense ===


Type of Feat: General
Type of Feat: General<br/>Prerequisite: None<br/><br/>Specifics: The character's physical endurance can supplement lacking agility, if necessary. They may combine their Dexterity and Constitution modifiers when calculating their AC, the total of which remains subject to their armour's maximum dexterity bonus (or 10, if unarmoured).<br/><br/>Use: Automatic. Barbarians receive this feat for free at level 2.
Prerequisite: Channel Divinity


Specifics: The character may spend one Channel Divinity to add his Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 10 rounds.
</div>


Use: Selected.
----
Special: Paladins receive this feat for free at 3rd level.


=== Channel Divinity: Divine Shield ===
<div id="Metamagic_Polarize">


Type of Feat: General
=== Metamagic: Polarized Spell ===
Prerequisite: Channel Divinity


Specifics: The character may spend one Channel Divinity to gain damage reduction against physical damage. The threshold for this damage reduction is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character's Charisma or Wisdom bonus, whichever is higher, for a duration of 10 rounds.
Type of Feat: Metamagic<br/><br/>Specifics: The caster is capable of transforming the damage type of their spells. By use of the menu invoked by the activation of this feat, and further uses of the feat to enable the mode type (Next or Continuous), the caster may cause their damaging spells to be of the selected type instead of the type defined in the spell's description. This costs no Metamagic points.<br/><br/>Use: Selected.


Use: Selected.
</div>
Special: Paladins receive this feat for free at 3rd level.
 
----
 
<div id="Energy_Affinity_Fire">
 
=== Energy Affinity: Fire ===
 
Type of Feat: General<br/>Prerequisite: None<br/><br/>When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Energy_Affinity_Cold">
 
=== Energy Affinity: Cold ===
 
Type of Feat: General<br/>Prerequisite: None<br/><br/>When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Energy_Affinity_Acid">
 
=== Energy Affinity: Acid ===
 
Type of Feat: General<br/>Prerequisite: None<br/><br/>When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Energy_Affinity_Lightning">
 
=== Energy Affinity: Lightning ===
 
Type of Feat: General<br/>Prerequisite: None<br/><br/>When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Energy_Affinity_Sonic">
 
=== Energy Affinity: Sonic ===
 
Type of Feat: General<br/>Prerequisite: None<br/><br/>When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Energy_Affinity_Force">
 
=== Energy Affinity: Force ===
 
Type of Feat: General<br/>Prerequisite: None<br/><br/>When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Energy_Affinity_Radiant">
 
=== Energy Affinity: Radiant ===
 
Type of Feat: General<br/>Prerequisite: None<br/><br/>When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Energy_Affinity_Necrotic">
 
=== Energy Affinity: Necrotic ===
 
Type of Feat: General<br/>Prerequisite: None<br/><br/>When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.<br/><br/>Use: Automatic.
 
</div>
 
----
 
<div id="Energy_Affinity_Psychic">
 
=== Energy Affinity: Psychic ===
 
Type of Feat: General<br/>Prerequisite: None<br/><br/>When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.<br/><br/>Use: Automatic.
 
</div>
 
----

Latest revision as of 13:17, 16 September 2026

Proficiency: Armour, Heavy

Type of Feat: General
Specifics: This feat grants the knowledge to make effective use of heavy armor.
Use: Automatic. Fighters, Paladins, Rangers, Clerics, and Druids receive this feat for free.


Proficiency: Armour, Light

Type of Feat: General
Specifics: This feat grants the knowledge to make effective use of light armor.
Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.


Proficiency: Armour, Medium

Type of Feat: General
Specifics: This feat grants the knowledge to make effective use of medium armor.
Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.


Cleave

Type of Feat: General
Prerequisite: None.
Specifics: Once per round, if the character kills an opponent, they receive a free attack against any opponent who is within melee weapon range.
Use: Automatic.
Special: This feat automatically upgrades to Great Cleave at level 6. This removes the once per round limitation.


Great Fortitude

Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat is tougher than normal, gaining a +5 bonus to all Fortitude saving throws.
Use: Automatic.


Improved Unarmed Strike

Type of Feat: General
Prerequisite: None.

Specifics: Armed opponents no longer get attacks of opportunity against the character when they attempt an unarmed attack. While the main hand is empty, the character's unarmed strikes inflict an additional +1d4 damage.

Use: Automatic. Monks receive this feat for free at Level 1.


Iron Will

Type of Feat: General
Prerequisite: None.
Specifics: The character's strong presence of mind gives them a +5 bonus to all Will saving throws.
Use: Automatic.


Lightning Reflexes

Type of Feat: General
Prerequisite: None.
Specifics: The character's reflexes are faster than normal, granting them a +5 bonus to all Reflex saving throws.
Use: Automatic.


Combat Style: Ranged Fighting

Type of Feat: Combat Style
Prerequisite: None.
Required For: Improved Ranged Fighting
Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee. The character also gains +1 attack per round while wielding a bow or throwing weapon. If wielding a crossbow, the character is no longer limited to one attack per round, and gains +2 AB.
Use: Automatic.
Special: This feat automatically upgrades to Improved Ranged Fighting at level 6, granting bows a damage bonus equal to the character's Strength modifier. Crossbows instead gain +4 AB.


Proficiency: Shield

Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat has the training required to use a shield.
Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.


Combat Style: Two-Weapon Fighting

Type of Feat: Combat Style
Prerequisite: None.
Required for: Improved Two-Weapon Fighting.

Specifics: A character with this feat removes the penalty of -6 attack bonus suffered when fighting with two weapons.

In addition, whilst wielding two weapons, whenever the character receives a bonus attack per round (such as from Haste, or a class or archetype feature), they receive an additional bonus attack per round.

Use: Used automatically when fighting with two weapons.
Special: This feat automatically upgrades to Improved Two-Weapon Fighting at level 6, granting a second extra attack.


Proficiency: Weapon, Martial

Type of Feat: General
Prerequisite: None.
Specifics: This feat allows effective use of all martial weapons. The martial weapons list includes melee weapons such as the bastard sword, battleaxe, dire mace, dwarven waraxe, greataxe, greatsword, halberd, handaxe, heavy flail, katana, kukri, light flail, light hammer, longsword, maul, morningstar, rapier, shortsword, scimitar, scythe, trident, warhammer, and whip. Ranged weapons include the heavy crossbow, longbow, shuriken, and throwing axes.
Normal: A character cannot equip weapons they are not proficient in.
Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons.


Proficiency: Weapon, Simple

Type of Feat: General
Prerequisite: None.
Specifics: This feat allows effective use of all simple weapons. This includes melee weapons such as the club, dagger, heavy mace, kama, mace, quarterstaff, sickle, and spear. Ranged weapons include light crossbow, shortbow, sling, and throwing daggers.
Normal: A character cannot equip weapons they are not proficient in.
Use: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons.


Metamagic: Quicken Spell

Type of Feat: Metamagic

Specifics: The caster reduces the time taken to cast spells, allowing them to cast two spells in one round. Activation of this feat consumes 4 Metamagic to generate 10 charges, with each charge affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20.

Whilst under the effects of Haste, no charges are consumed when casting spells.

Use: Selected.


Scribe Scroll

Type of Feat: Item Creation
Prerequisite: None.

Specifics: You can create a scroll of any spell that you know. Scribing a scroll costs ichor equal to the level of the spell. Offensive/damaging spells use red ichor, healing/restorative spells use green, and all other types of spell use blue.

Use: Selected (In order to scribe a scroll, the character has to cast the spell in question on a specially prepared blank scroll)


Combat Style: Great-Weapon Fighting

Type of Feat: Combat Style
Prerequisite: None.
Required for: Improved Great-Weapon Fighting

Specifics: A character with this feat can make even more powerful attacks when wielding a Large melee weapon. Any weapon damage bonuses you receive are doubled (such as from Runes, Oils, Enhancement Bonus, class or archetype features, etc).

Use: Automatic.
Special: This feat automatically upgrades to Improved Great-Weapon Fighting at level 6, granting the character additional damage equal to your combined Strength and Dexterity modifiers on missed attacks.


Combat Style: Single Weapon Fighting

Type of Feat: Combat Style
Prerequisite: None.
Required For: Improved Single Weapon Fighting

Specifics: When wielding a one-handed melee weapon with the off-hand empty, the character gains a +3 attack bonus. In addition, for each point an attack's attack roll exceeds the target's AC, the attack's damage is increased by 5%, to a maximum of +50%.

Use: Passive
Special: This feat automatically upgrades to Improved Single Weapon Fighting at level 6, increasing the attack bonus to +6 and the maximum damage increase from beating the target's AC to 100%.


Combat Style: Shield Fighting

Type of Feat: Combat Style
Prerequisite: None.
Specifics: While wielding a shield, the character gains a 20% multiplicative damage immunity to all physical damage. In addition, they gain a 5% chance per Constitution modifier to perform an Attack of Opportunity against an attacker.
Use: Automatic.
Special: This feat automatically upgrades to Improved Shield Fighting at level 6, increasing the damage immunity to 30%.


Combat Style: Implement Fighting

Type of Feat: Combat Style
Prerequisite: None.
Required for: Improved Implement Fighting
Specifics: While wielding an implement in the off-hand, when you perform an attack or cast a harmful spell you create a Retaliation effect on yourself [Trigger: Attacks, Damage: CON+2d6 (Type: Variable: See below), Limit: +2 per Attack, Duration: 1m, Cooldown: 1s, per-Attacker]. Triggering this Retaliation effect also applies a -2 AB debuff to the attacker for 3 rounds.

The type of this damage is dependent on the implement in use. A torch will result in Damage Type: Fire. Other implements may configure the type of damage they deal via use of the 'Set Damage Type' itemproperty and subsequent Implement Fighting menu.

Use: Automatic.
Special: This feat automatically upgrades to Improved Implement Fighting at level 6, increasing the AB reduction to -3 and the Retaliation Limit gained per attack or harmful spell to +3.


Maneuver: Knockdown

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat can attempt to knock an opponent to the ground. The defender must make a Fortitude save against the character's Maneuver DC or be struck prone for one round. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.

Mass: The character attempts to knock down all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.

Use: Activated.


Maneuver: Blind

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat can attempt to blind an opponent. The defender must make a Reflex save against the character's Maneuver DC or be blinded for one round. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.

Mass: The character attempts to blind all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.

Use: Activated.


Maneuver: Commander Strike

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat rallies their allies. The nearest friendly character receives an extra attack for a duration of (1 + Cha mod) rounds. Additional applications of this maneuver from either the same or another character will stack the effects' durations.

Mass: Affects all nearby allies, at an increased cost of 3 Maneuvers.

Use: Activated.


Maneuver: Provoke

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat distracts and infuriates their enemies. The target halts whatever action they are performing, instead attacking the character. Creatures who are rated Elite, Solo, or are PCs, may only have their actions interrupted once per minute - the other effects are not limited in this way.

If the target attacks any creature other than the provoker whilst Provoked, they deal half damage (post-mitigation). The target's AC is also reduced by 1. The Provoke effect has a duration of 1 minute.

Mass: At a cost of 3 Maneuvers, multiple actions may be performed:
* Targeting an ally will Provoke all creatures within 20m of that ally who are targeting that ally for 1 minute.
* Targeting the ground will create a Persistent Area of Effect at that location for 3 rounds, which will Provoke all creatures within for 1 round, every round.
* Targeting an enemy will act as if targeting the ground at their location.
* Targeting the user will create a Persistent Area of Effect for 1 minute which travels with the user, Provoking any creatures within this zone for 1 round, every round.

Use: Activated.


Maneuver: Called Shot

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat makes a targeted strike on their opponent. The defender suffers a -2 attack bonus penalty and a 20% movement speed penalty. These effects both last for a duration of (1 + Wis mod) rounds.

Mass: The character attempts a called shot against all nearby enemies, at an increased cost of 3 Maneuvers.

Use: Activated.


Maneuver: Bypass

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character using this Maneuver may pass through other characters' spaces for one round.

Mass: Grant all nearby allies to move through other characters' spaces for one round. Repeated applications stack durations.
Use: Activated.


Metamagic: Silent Spell

Type of Feat: Metamagic

Specifics: The spells will be cast without verbal components. Grants ten charges, with each affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20. Costs 1 Metamagic.

Use: Selected.


Metamagic: Extend Spell

Type of Feat: Metamagic

Specifics: The caster's next spell will have their duration doubled. Costs 1 Metamagic.

Use: Selected.


Metamagic: Empower Spell

Type of Feat: Metamagic

Specifics: Spells will have their damage increased by 50%. Costs 1 Metamagic.

Use: Selected.


Metamagic: Selective Spell

Type of Feat: Metamagic

Specifics: The caster's next spell which would otherwise possibly harm allies, will instead shape around and ignore them, preventing them from being harmed. Costs 1 Metamagic.

Use: Selected.


Metamagic: Heighten Spell

Type of Feat: Metamagic
Prerequisite: Ability to cast first-level spells
Specifics: The caster's next spell becomes more difficult to resist, raising the DC of their next spell by 4. Costs 1 Metamagic.

Use: Selected.


Metamagic: Conversion

Type of Feat: Metamagic
Prerequisite: Ability to cast first-level spells
Specifics: Converts metamagic into spell slots. Use of this feat will replenish the lowest level expended spell you know. Metamagic is converted at a rate of twice the Spell Level - e.g. a level 1 spell slot will cost 2 Metamagic to replenish while a level 4 slot will require 8.

Use: Selected.
Special: All spellcasters receive this feat for free at first level.


Maneuver: Reel In

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat can throw out a chain to hook an opponent and reel them in. The defender must make a Reflex save against the character's Maneuver DC or be pulled toward them.

Mass: The character attempts to reel in all enemies near to the target, at an increased cost of 3 Maneuvers.

Use: Selected.


Maneuver: Knockback

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat can attempt to knock an opponent back a short distance. The target is hurled 10m backwards and suffers the Dazed effect for 1 round if they are thrown against an object that halts their path.

PCs, and creatures of Elite or Solo tier, may only be knocked back once per minute. If Knockback is used on these creatures during this cooldown, they make a Fortitude save vs Dazed against your Maneuver DC instead.

Mass: The character attempts to knock back all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.

Use: Activated.


Martial Acuity

Type of Feat: General
Prerequisite: None
Specifics: Your mental faculties augment the precision of your attacks. You gain a bonus to attack equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The attack bonus from your combined physical and mental ability modifiers cannot exceed 10.

Use: Automatic.


Strategic Defense

Type of Feat: General
Prerequisite: None

Specifics: You gain a bonus to AC equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The combined bonus of Dexterity modifier and this ability cannot exceed +10, and is subject to the Maximum Dexterity Bonus property of armour.

Use: Automatic. Monks receive this feat for free at level 2.


Simple Weapon Mastery

Type of Feat: General
Prerequisite: None
Specifics: You gain a damage bonus when using Simple weapons. Large weapons receive a +1d4 bonus, Light Crossbows receive a +2 bonus, and all other weapons receive a +1 bonus.

Note: While dual wielding, these damage bonuses will not appear on the character sheet, but will be applied when striking.

Use: Automatic.


Maneuver: Stun

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat can attempt to stun an opponent. The defender must make a Will save against the character's Maneuver DC or be stunned. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.

Mass: The character attempts to stun all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.

Use: Activated.
Special: Monks receive this feat for free at first level.


Selective Gadget

Type of Feat: General
Prerequisite: None.
Specifics: Gadgets only damage hostile creatures. Gadgets include: acid flask, alchemist's fire, caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag,
Use: Automatic.


Dodgeroll

Type of Feat: Free Action
Prerequisite: None.
Specifics: The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.

Use: Selected


Spell Focus

Type of Feat: General
Prerequisite: None.

The character receives a +2 bonus to all of their spell DCs. This automatically upgrades to its Greater form at level 6, granting a +4 bonus to spell DCs.

Use: Automatic.


Toughness

Type of Feat: General
Prerequisite: None

The character gains double the hit points granted by their class' hit dice at each level. For example, a level 5 Fighter would receive an additional 50 hit points (5d10), whilst a level 4 Wizard/6 Barbarian may receive 96 (4d6 + 6d12). These hit points are gained retroactively, should this feat be taken in later levels.

Use: Automatic.



Extra Summoning

Type of Feat: General
Prerequisites: None

A character with this feat may have one more summoned creature under their control at once.

Use: Automatic


Robust Defense

Type of Feat: General
Prerequisite: None

Specifics: The character's physical endurance can supplement lacking agility, if necessary. They may combine their Dexterity and Constitution modifiers when calculating their AC, the total of which remains subject to their armour's maximum dexterity bonus (or 10, if unarmoured).

Use: Automatic. Barbarians receive this feat for free at level 2.


Metamagic: Polarized Spell

Type of Feat: Metamagic

Specifics: The caster is capable of transforming the damage type of their spells. By use of the menu invoked by the activation of this feat, and further uses of the feat to enable the mode type (Next or Continuous), the caster may cause their damaging spells to be of the selected type instead of the type defined in the spell's description. This costs no Metamagic points.

Use: Selected.


Energy Affinity: Fire

Type of Feat: General
Prerequisite: None

When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.

Use: Automatic.


Energy Affinity: Cold

Type of Feat: General
Prerequisite: None

When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.

Use: Automatic.


Energy Affinity: Acid

Type of Feat: General
Prerequisite: None

When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.

Use: Automatic.


Energy Affinity: Lightning

Type of Feat: General
Prerequisite: None

When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.

Use: Automatic.


Energy Affinity: Sonic

Type of Feat: General
Prerequisite: None

When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.

Use: Automatic.


Energy Affinity: Force

Type of Feat: General
Prerequisite: None

When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.

Use: Automatic.


Energy Affinity: Radiant

Type of Feat: General
Prerequisite: None

When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.

Use: Automatic.


Energy Affinity: Necrotic

Type of Feat: General
Prerequisite: None

When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.

Use: Automatic.


Energy Affinity: Psychic

Type of Feat: General
Prerequisite: None

When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.

Use: Automatic.