Feats

All characters gain 1 feat per level, plus 4 bonus feats at character creation.

Some races grant additional bonus feats; see Race.

General

Agility

Converted. See Mobility, Avoidance, and Initiative.

Concentration

Blee

Feat Prerequisite Description
Wield Spell Concentration rank 1

At-will, free; choose one spell. You are now "wielding" that spell. You threaten an area with the spell (equal to a line 5x1 in your front arc, subject to the spell's range limits). You are considered armed.

Fortitude

Block

Feat Prerequisite Description
Critical Block Fortitude rank 1

When you suffer a critical hit while blocking, you may roll Block against the DC of the attack; on success, the damage is normal, not critical.

Shield Cover Fortitude rank 1

When blocking, you grant partial cover to allies in your rear arc from attacks originating in your front arc. This is actually true of everybody. With this feat, however, you reduce the damage of the effect by however much you blocked, before those behind you suffer anything.

Fortitude rank 2, Shield Cover

You provide concealment to allies behind you.

Shield Bash Fortitude rank 1

Should probably exist? Or maybe allowed by default? TBD

Rebound Fortitude rank 2

When you block more than half of a melee attacker's damage, you cause the attacker to become unbalanced (cannot use passive defenses, flank, or threaten until next move action) or be knocked prone (his choice).

Hold Your Ground Fortitude rank 3

You gain 50% resistance to push/pull/slide effects, stacking with any other such benefit. Any attempt to use such an attack on you in melee provokes an AOO.

Bulwark Fortitude rank 1

Gain +5 to Block. Stackable once per rank of Fortitude.

Defender

Feat Prerequisite Description
Taunt Fortitude rank 1

At-will, free, medium range; taunt (emotion-based, language-dependent, Will ends)

Intervene Fortitude rank 1

At-will, immediate; you move up to your base movement speed to take an attack that would have hit an ally. Costs 1 Stamina, +1 for each time it is used in an encounter.

Challenging Shout Fortitude rank 1

At-will, free, close burst 20; all enemies are taunted for 1 rd. Costs 1 Mana, +1 for each time it is used in an encounter.

Toughness

Feat Prerequisites Description
Endurance Fortitude rank 1

Resist pain, starvation, thirst, exertion, etc. TBD

Resilience Fortitude rank 1

Gain Fast Healing 10% (1 Stam/rd), recover WP 3x faster.

Tough It Out Fortitude rank 1

You may attempt to avoid any non-damaging effect that harms your body by passing an opposed Fortitude check and spending 1 Stamina per energy cost of the effect. (i.e. negate polymorph, disintegrate, etc)

Armor

Melee

Unarmed

Feat Prerequisites Description
Iron Fist Melee rank 1

Your unarmed attacks can inflict Lethal Damage or Subdual Damage, at your option. Base unarmed damage is now 1d8.

Melee rank 2, Iron Fist

Your unarmed damage die increases to 1d12, with +1 to critical threat range.

Melee rank 3, Dragon Fist

Your unarmed damage die increases to 1d20, with +2 to critical threat range.

Ki Strike Melee rank 2

By spending 1 Mana, you add +100% bonus force damage to an attack. Stackable. Does not increase the attack's "base damage".

Breaking Point Melee rank 3

Something about Armor Penetration, siege damage, etc. TBD

Armsman

A style for those who face their enemies directly, achieving advantage through superior maneuvers or simple overbearing.

Feat Prerequisite Description

Slam

Melee rank 1

At-will, std, melee attack; inflicts double damage plus staggered (no passive defenses or threatening), but provokes AOO.

Cleave

Melee rank 1

Your melee attacks become a chain 1 within reach.

Power Charge

Melee rank 1

On a charge, you inflict +100% damage (normally +50%).

Great Slam

Melee rank 2

Heavy attack (like Slam) causes knockdown and/or pushback.

Riposte

Melee rank 2

When you successfully parry, you may take an immediate melee attack against the attacker.

Skirmisher

A style emphasizing fast movement and fast attacks, never allowing your enemy to attack or counterattack.

Feat Prerequisite Description

Fade

Melee rank 1

At-will, std, melee attack; as normal attack, plus you move up to half your movement speed away from the enemy afterward, without provoking.

Blade Dance

Melee rank 2

You move as normal, and attack one or more times along the path of movement. Costs 1 Stamina per extra attack. Movement provokes as normal (but can combine with Agility/Tumble).

Feint

Melee rank 2

At-will, swift, melee attack; as a normal attack, but inflicts no damage. If enemy uses passive defenses (i.e parry/dodge) agains this, they cannot use them against your next attack. Can use Stealth/Deception to hide motive.

Spring Attack

Melee rank 3

As Fade, but full movement, and in any direction, and can use any melee maneuver.

Ranged

Marksmanship

Feat Prerequisite Description
Aim Ranged rank 1

At-will, move or swift; choose one target. You gain a +5 bonus to hit and crit with your next ranged attack against that target; lost if you move, or target leaves current range increment. Stackable; each repeat action increases bonus and renews duration; can be stacked up to once per rank of the skill.

  • Note: if you take multiple ranged attacks per attack action, and they are all against the same target, then they all benefit from Aim.
Ranged rank 1, Aim

At-will, move or swift; You select a specific part of the enemy you have already Aimed at. Your next attack suffers a given penalty, but on success, you cause an extra effect in addition to normal damage.

  • Foot: target is pinned, Fort ends.
  • Leg: target suffers -50% movement (can't charge/run), Fort ends.
  • Arm: target suffers -50% melee damage and -10 to grapple with that arm, Fort ends.
  • Eye: target is blinded, Fort ends.
Ranged rank 2, Aim

When using Rapid Shot, if the first target had your Aim bonus, the others will as well (max one extra target per rank of Ranged).

Accurate Shot Ranged rank 1

You may negate the benefits of partial cover by beating target's defense DC by 10 or more. For near-perfect cover, you must beat it by 20.

Rapid Shot Ranged rain 1

After spending a std action to attack with a ranged weapon, you may immediately follow up with another attack by spending 1 Stamina. This is repeatable, to a maximum of one extra attack per rank of Ranged, but the Stamina cost increases by 1 each time.

Rainmaker

Feat Prerequisite Description
Spray-n-Pray Ranged rank 1, autofire weapon

When using autofire, instead of attacking the same target over and over, you may create an area in which all enemies suffer base weapon damage. The area is a path 5, cone 5, or burst 2.

Note: perhaps there should be magical enhancements to add autofire to archaic weapons?

Spellcasting

Apply to all spellcasting.

Feat Prerequisite Description
Spell Precision Spellcraft rank 1

Gain +1 critical threat range with spells. Stackable once per Spellcraft rank.

Careful Targeting Spellcraft rank 1

When casting an area spell, you may attempt to exclude one or more squares from the effect, perhaps to protect allies from a hostile spell. Roll Spellcraft, DC 10 + 5 per square avoided. If you fail the check, you fail to avoid one or more squares (do some math, roll some dice, blah blah).

Spellsteal Spellcraft rank 1

On a successful Dispel check by 5 or more points, you "steal" the spell. Beneficial enhancements are transferred to you. Shaping effects change their allegiance.

Contingency Spellcraft rank 2

You cast a spell as normal, but at greater DC (usually +10), which you must roll in order to determine success. The spell does not take effect immediately, but rather becomes a resident spell effect, to take effect immediately upon a specified contingency (the complexity of which determines the DC modifier). Mana spent can regenerate as normal, but each resident spell requires reserving 1/5th of the original Mana cost.

Perfect Spell Spellcraft rank 2

When you critically succeed on a spell attack, the spell's base mana cost is reduced to 0. (Metamagic costs still apply)

Deadly Spell Spellcraft rank 2

Spell critical multiplier increases to x3. Stackable once per 2 ranks of Spellcraft.

Stealth

Feat Prerequisite Description
Sneak Attack

Stealth rank 1

When you attack an opponent who is unaware of you, or not alert to danger, you inflict critical damage.

Stealth rank 2, Sneak Attack

When you successfully Sneak Attack, you may forgo inflicting wounds and instead inflict an Injury. You must roll the injury's location as normal, but you may adjust the location roll by up to 1 per rank of Stealth (in either direction).

Sneak Attack

In lieu of bonus damage on a Sneak Attack, you may cause stunned (Fort ends, dmg ends).

Snipe

Stealth rank 1, Ranged rank 1

After firing a ranged weapon, you may immediately attempt a new Stealth check at a -10 penalty to remain hidden. On success, the target does not become aware of you, but will be alerted to danger if not already.

Stealth rank 2, Snipe

The Stealth penalty for Snipe is only -5.

Distract

Stealth rank 2

Recharge 33%, swift, short range; you throw a rock, or otherwise cause a nuisance at the remote location. Roll Stealth vs Perception for all creatures within 5 squares of the target. On success, creatures are "distracted" for 3 rounds, suffering a -10 penalty to further Perception checks. On failure, nothing happens. This is a "stealthy" action and does not cause you to lose stealth. Subjects must not already be aware of you. If subjects are aware of danger, but not you (i.e. in combat), the duration is only 1 round.

Light Foot

Stealth rank 2, Agility rank 2

You do not trigger pressure plates, a type of trap trigger.

Silent Surge

Stealth rank 2, Agility rank 2

You may use the charge action without forcing a new Stealth check at a penalty. You may only charge half the normal distance. After charging, you are no longer hidden.

Vanish

Stealth rank 2

Whenever you gain concealment, you may attempt Stealth as an immediate action (instead of swift). Couples nicely with powers or items that provide concealment.

Assassin's Strike

Stealth rank 3

After making a Sneak Attack, you may immediately attempt to hide again with a -10 penalty to Stealth. On success, the enemy is alerted, but is not aware of you. Normal requirements for hiding still apply.

Metamagic

Augments spells individually.

Everybody can empower, enlarge, extend, and widen (though that costs a lot more now).

Feat Prerequisite Description
Chain Spell Spellcraft rank 2

Spell becomes a chain, max jump length = one range inc less than original spell, costs 1 extra energy per jump.

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