Feats

You gain 1 feat every level. You may select one of the below feats, or any racial or trade skill feat for which you qualify.

Unless a feat's description says otherwise, you may not take any feat more than once.

Humans gain a bonus feat at first level.

General Feats

  • Fast Metabolism: You eat and drink twice as much as normal. You gain double effect from all ongoing healing effects, including natural healing, Fast Healing, and ongoing healing spells.
  • Fortune Finder: Increases all treasure hauls by 10% for entire party. Does not stack if multiple PCs have this ability.
  • Great Fortitude: Gain +20% to Fortitude; once/encounter, you may automatically pass one Fortitude save.
  • Improved Initiative: You may roll twice for initiative, keeping the higher roll.
  • Intense Training: Gain an additional stat add (+2 to one ability score).
  • Iron Will: Gain +20% to Will; once/encounter, you may automatically pass one Will save.
  • Skill Training: Choose one skill; that skill is now a class skill for you, and you automatically receive maximum ranks in it.

Perks

Perks require an ability score of at least 15.

Strength

  • Extra Effort: For the cost of 1 Fatigue, you may put "extra effort" into any one Strength check or Strength-based attack. This grants either a +5 bonus to the check, or a +50% bonus to effectiveness with the attack. Subsequent uses in the same day cost 1 point more than the previous.

Dexterity

  • Fleet of Foot: You gain +3 movement. When you charge, it need not be in a straight line. You gain 50% avoidance to attacks of opportunity provoked by movement. Your straight-line run multiplier is 5x. Tumble is always a class skill for you.
  • Quick Draw: You may draw any weapon or item as a free action, instead of swift. You may draw one item or weapon into each hand in the same action, if you wish.
  • Silent Death: You suffer no penalty to Stealth for movement or attacking.

Constitution

  • Pain Tolerance: You gain 75% resistance to all pain effects. You suffer half the normal penalty for Fatigue and Strain. While disabled, you may take a single action (std, swift, or move) each round.
  • Toughness: You gain +20% Soak. At will, as an immediate action, you may gain 20% resistance to any attack, at a cost of 1 Fatigue.

Intelligence

  • Jack of All Trades: For every two cross-class ranks you purchase in a skill, you gain a +1 competence bonus with that skill.
  • Skill Perseverance: Whenever you attempt a skill check with that skill, you may roll twice, keeping the higher roll.
  • Swift Learner: You gain an additional 3 skill points per level. Can be applied retroactively.

Wisdom

  • Abeyance: You may fill a Reserve slot with one point of Vitae/Righteous Fury/etc (or 2 points of Mana/Energy/etc). Thereafter, you may draw upon that stored energy by expending the Reserve slot, which may not be filled again until the next day.
  • Ready for Anything: When you ready a specific action, you need not define a trigger; rather, you may use the readied action as an immediate action within the next round.

Charisma

  • Black Widow (female), Lady Killer (male): You gain a bonus of +4/rank to skills used to seduce or influence members of the opposite sex. You gain +20% effectiveness and penetration with abilities used against such subjects.
  • Cerchez la Femme (female), Confirmed Bachelor (male): You gain a bonus of +4/rank to skills used to seduce or influence members of the same sex. You gain +20% effectiveness and penetration with abilities used against such subjects.

Defense Feats

Dodge

  • Evade and Counter: You may "critically Dodge", applying your normal critical chance to a Dodge attempt. If you succeed, you may take an immediate attack against your attacker,

if within range. The attack may be any standard or swift action you would normally use for attack.

Parry

  • Counter-Disarm: You may "critically Parry", applying your normal critical chance to a Parry attempt. On a critical Parry, your enemy must win an opposed check (Str or Dex, as per each weapon), or his weapon is disarmed.
  • Parry Missiles: You may attempt to parry missile attacks. This applies only to actual missiles, not magical ranged attacks.
  • Riposte: On a successful Parry, you may take an immediate melee attack against your attacker. The attack may be any standard or swift action you would normally use for attack.

Combat Style Feats

Power Style

  • Power Charge: On a charge, you gain +100% damage.
  • Cleave: On successful hit, you may chain to another target within reach.
  • Power Attack: You may subtract a number from your hit chance and add it to hit power. Adjusting this number is a free action.
  • Knockdown: Your melee attacks have a chance to cause knockdown equal to the weapon's base Hit Power bonus (Fort negates).
  • Knockback: Optionally, your melee attacks cause a push equal to your natural reach.
  • Improved Sunder: The force of your blows is such that the enemy must pass a Con check (DC = your Strength score) upon a successful hit in order to hold on to his weapon.
  • Whirlwind Attack: Recharge 33%, augment; a single melee attack or maneuver becomes a close burst with radius equal to your weapon's reach, striking all enemies within range once.

Finesse Style

  • Deadly Precision: You may subtract a number from your hit chance and add it to critical chance. Adjusting this number is a free action.
  • Flurry: Whenever your attack misses or is avoided, you may immediately attempt to hit again. Max once/attack.
  • Rapid Strike: You may replace a normal attack with two attacks; each attack suffers a -50% hit penalty.
  • Step Inside: When entering an opponent's square, you do not provoke an AOO, nor are you flat-footed while inside. (You still suffer the normal penalties to hit with medium and large weapons)
  • Stay Inside: When inside an opponent's square, if the opponent moves, you may take an immediate 5-ft step to stay with the opponent.

Mobile Style

  • Combat Mobility: Once/rd, as a free action, you may take a 5-ft step. This is in addition to any other move actions you might take.
  • Lunge: Your reach extends an additional 5-ft in the direction you face.
  • Spring Attack: You may split a move action, taking a single action between two partial moves.
  • Pounce: When you charge a flat-footed opponent, you gain +100% haste.

Grappling

  • Clever Wrestling: You may use Dex instead of Str for offensive Infighting checks.
  • Defensive Wrestling: You are not flat-footed while grappling.
  • Earth's Embrace: You may attempt to make a pinned foe helpless; standard infighting maneuver (std action, infighting check required, etc).
  • Swift Grab: You may attempt a Grab as a swift action.
  • Throw: You gain a new std-action maneuver while grappling. Throw works the same way as Push, but you need not move with the target, nor is the throw distance limited by your movement speed. Throw distance is cut in half if subject is one size larger than you, and impossible if two sizes larger. If you are larger, gain +100% throw distance per category. Upon landing, subject suffers damage equal to your normal unarmed attack +10% per square moved. If subject strikes another subject, both suffer the same damage; to accomplish this, you must roll to hit the desired second subject.

Unarmed Combat

  • Iron Fist: Your unarmed attack is considered a lethal weapon (medium damage, Str or Dex based, one hand, no modifiers). As such, you no longer provoke attacks of opportunity when taking unarmed attacks.
  • Tiger Style: You gain an option for your unarmed attack: instead of having no modifiers, your unarmed strike has the following: Hit -10, Crit +20, Crit Power +20.
  • Crane Style: You gain an option for your unarmed attack: instead of having no modifiers, your unarmed strike has the following: Hit +10, Hit Power -10, Haste +20, Crit Power -20.
  • Dragon Style: You gain an option for your unarmed attack: instead of having no modifiers, your unarmed strike has the following: Hit -20, Hit Power +20, Crit Power +40.

Mounted Combat

  • Mounted Combat: You are not flat-footed while mounted. Furthermore, you may take 10 on Ride checks to control your mount during combat.
  • Ride-By Attack: You may split your mount's move action, taking your attack at any point during the movement.
  • Spirited Charge: When charging on horseback, add your mount's Strength score to your own to determine damage.
  • Trample: After a successful mounted charge, your mount may also attack with its natural weapons.

Polearm Style

  • Impale: When you set for charge (ready action to attack a charging opponent with your reach weapon), you gain +100% critical chance.
  • Receive Charge: You may set for charge as a free action.
  • Pointy-and-in-Charge: When you hit with an opportunity attack with your polearm, you may halt the attacker's movement.

Shield Style

  • Critical Block: Your Block attempts may critically succeed. On a critical "hit", you block 75% of incoming damage.
  • Shield Bash: You may treat a shield as an offhand weapon (Str-based, one-handed, medium bludgeoning damage). Shields are not ideal weapons. Light shields: -10 Hit, -10 Crit. Heavy shields: -30 Hit, -10 Crit, +20 Hit Power.
  • Shield Cover: While wielding a shield, you grant cover to allies behind you.
  • Shield Wall: As a free action, you may increase your Block chance by increments of 10%; for each increment you gain, you suffer -1 movement, -10% perception (enemies gain concealment) in forward arc, and -10% to Hit. Max 5 increments.

Spellcasting Feats

General

Rank 1

  • Combat Casting: When casting a spell, you may avoid provoking an attack of opportunity by passing a Concentration check (DC 10 + 5/rank).
  • Focused Dispel: You are better at dispelling magic. You gain a +4 to dispel checks. Additionally, when you suffer a dispel check, you may expend mana/vitae/etc to improve your check result. Effectively, you are "empowering" the +4 bonus.
  • Retributive Magic: When someone attempts to dispel your spells and fails, he suffers heavy arcane damage plus 4 points of damage to his casting ability score.
  • Tenacious Magic: Your magic is harder to dispel. The DC to dispel your spells increases by +4. Additionally, when you suffer a dispel check, you may expend mana/vitae/etc to improve your DC. Effectively, you are "empowering" the +4 bonus.

Rank 2

  • Contingency: You gain one contingency slot, into which you may prepare any spell, to be cast automatically upon a stated contingency.
  • Improved Counterspell: When you ready an action to Counterspell, you need not use the same exact spell, but any spell of higher level.

Rank 3

Rank 4

Metamagic

You may use any number of metamagic effects on a spell as you cast it. Some effects can be stacked on top of themselves.

Most Metamagic uses incur Strain.

  • Chain Spell: Ranged spell becomes a chain 6. Inflicts 1 Strain per secondary target.
  • Enlarge Spell: You may increase a spell's range by one category. If it is already long, or has a non-standard range, you add +100% per stack. Using this ability inflicts 1 Strain upon you (per stack).
  • Extend Spell: You may increase a spell's duration by 100%. Using this ability inflicts 1 Strain upon you (per stack).
  • Quicken Spell: Spell becomes a free action. Inflicts 4 strain.
  • Silent Spell: You may remove the verbal component of a spell as you cast it. Using this ability inflicts 1 Strain upon you.
  • Still Spell: You may remove the somatic component of a spell as you cast it. Using this ability inflicts 1 Strain upon you.

Epic Feats

May be taken at level 21 or higher.

  • Epic Initiative: Requires Improved Initiative. You add the result of your two d20s for Initiative checks, rather than simply taking the higher roll.
  • Epic Flurry: Once per encounter, you may take three attacks in a single attack action.
  • Additional Slot: Choose one item slot (i.e. head, wrist, etc). You may now wear an extra item in that slot, in addition to the normal one.
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