Feats: Difference between revisions
Created page with "<div id="ArmProfHvy"> === Armor Proficiency (heavy) === Type of Feat: General<br/>Specifics: This feat grants the knowledge to make effective use of heavy armor.<br/>Use: Au..." |
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<div id="ArmProfHvy"> | <div id="ArmProfHvy"> | ||
=== | === 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"> | ||
=== | === 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"> | ||
=== | === 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 + | 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. | ||
</div> | </div> | ||
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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 | 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. | ||
</div> | </div> | ||
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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 | 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. | ||
</div> | </div> | ||
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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 | 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. | ||
</div> | </div> | ||
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<div id="PBShot"> | <div id="PBShot"> | ||
=== Ranged Fighting === | === Combat Style: Ranged Fighting === | ||
Type of Feat: | 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. | ||
</div> | </div> | ||
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<div id="Shield"> | <div id="Shield"> | ||
=== Shield | === 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. | ||
</div> | </div> | ||
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<div id="TwoWeap"> | <div id="TwoWeap"> | ||
=== Two-Weapon Fighting === | === Combat Style: Two-Weapon Fighting === | ||
Type of Feat: | 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. | ||
</div> | </div> | ||
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---- | ---- | ||
<div id=" | <div id="WeapProfMar"> | ||
=== Weapon | === Proficiency: Weapon, Martial === | ||
Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: | 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. | ||
</div> | </div> | ||
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---- | ---- | ||
<div id=" | <div id="WeapProfSim"> | ||
=== | === Proficiency: Weapon, Simple === | ||
Type of Feat: General<br/>Prerequisite: None.<br/>Specifics: | 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. | ||
</div> | </div> | ||
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<div id=" | <div id="FEAT_EPIC_AUTOMATIC_QUICKEN_1"> | ||
=== | === Metamagic: Quicken Spell === | ||
Type of Feat: | 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. | ||
</div> | </div> | ||
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<div id=" | <div id="FEAT_SCRIBE_SCROLL"> | ||
=== | === Scribe Scroll === | ||
Type of Feat: | 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) | ||
</div> | </div> | ||
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<div id="2HStyle"> | <div id="2HStyle"> | ||
=== Great-Weapon Fighting === | === Combat Style: Great-Weapon Fighting === | ||
Type of Feat: | 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. | ||
</div> | </div> | ||
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<div id="1HStyle"> | <div id="1HStyle"> | ||
=== Single Weapon Fighting === | === Combat Style: Single Weapon Fighting === | ||
Type of Feat: | 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%. | ||
</div> | </div> | ||
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<div id="ShieldStyle"> | <div id="ShieldStyle"> | ||
=== Shield Fighting === | === Combat Style: Shield Fighting === | ||
Type of Feat: | 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%. | ||
</div> | </div> | ||
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<div id="TorchStyle"> | <div id="TorchStyle"> | ||
=== | === Combat Style: Implement Fighting === | ||
Type of Feat: | 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. | ||
</div> | </div> | ||
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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. | 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. | ||
</div> | </div> | ||
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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.<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 | 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. | ||
</div> | </div> | ||
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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 | 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. | ||
</div> | </div> | ||
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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 | 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. | ||
</div> | </div> | ||
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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. | ||
</div> | </div> | ||
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<div id="Metamagic_Silent"> | <div id="Metamagic_Silent"> | ||
=== Silent Spell === | === Metamagic: Silent Spell === | ||
Type of Feat: Metamagic<br/> | 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. | ||
</div> | </div> | ||
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<div id="Metamagic_Extend"> | <div id="Metamagic_Extend"> | ||
=== Extend Spell === | === Metamagic: Extend Spell === | ||
Type of Feat: Metamagic<br/> | Type of Feat: Metamagic<br/><br/>Specifics: The caster's next spell will have their duration doubled. Costs 1 Metamagic.<br/><br/>Use: Selected. | ||
</div> | </div> | ||
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<div id="Metamagic_Empower"> | <div id="Metamagic_Empower"> | ||
=== Empower Spell === | === Metamagic: Empower Spell === | ||
Type of Feat: Metamagic<br/> | Type of Feat: Metamagic<br/><br/>Specifics: Spells will have their damage increased by 50%. Costs 1 Metamagic.<br/><br/>Use: Selected. | ||
</div> | </div> | ||
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<div id="Metamagic_Selective"> | <div id="Metamagic_Selective"> | ||
=== Selective Spell === | === Metamagic: Selective Spell === | ||
Type of Feat: Metamagic<br/> | 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. | ||
</div> | </div> | ||
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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 | 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. | ||
</div> | </div> | ||
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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: | 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. | ||
</div> | </div> | ||
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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 | 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> | ||
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=== 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 | 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> | ||
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=== Strategic Defense === | === Strategic Defense === | ||
Type of Feat: General<br/>Prerequisite: None<br/><br/>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.<br/><br/>Use: Automatic. Monks receive this feat for free at level | Type of Feat: General<br/>Prerequisite: None<br/><br/>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.<br/><br/>Use: Automatic. Monks receive this feat for free at level 2. | ||
</div> | </div> | ||
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=== 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 | 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> | ||
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=== 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.<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 | 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> | ||
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=== 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 | 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> | ||
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=== 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. | 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> | ||
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=== Spell Focus === | === Spell Focus === | ||
Type of Feat: General<br/>Prerequisite: | 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 id="Robust_Defense"> | |||
=== Robust Defense === | |||
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. | |||
</div> | |||
---- | |||
<div id="Metamagic_Polarize"> | |||
=== Metamagic: Polarized Spell === | |||
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. | |||
</div> | |||
---- | |||
<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> | </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.
Symbiotic Link
Type of Feat: General
Prerequisites: None
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.
The following spells will be applied both to new and existing associates:
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.
The following spells will only be applied to existing associates, at the time of casting:
Aid, Death Armour, Elemental Rebuke, Endure Elements, Energy Buffer, Ethereal Visage, Ghostly Visage, Protection From Elements, Stoneskin, Wounding Whispers.
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.