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Land On Your Feet

When you fal, you take only half the normal damage and don’t land prone.

Well-Met Traveller - Hobnobber


You are skilled at learning information through conversation. The Gather Information exploration activity
takes you half as long as normal (typically reducing the time to 1 hour.) If you’re a master in Diplomacy
and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you
get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is
accurate.

Forager
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a
success, you can provide subsistence living for yourself and four additional creatures, and on a critical
success, you can take care of twice as many creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can
take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary.)
You can choose to care for half the number of additional creatures and provide a comfortable living
instead of subsistence living.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a
single creature for this feat, and larger creatures or those with significantly greater appetites each count
as multiple creatures. The GM determines how much a non-human creature needs to eat.

Quick Jump
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t
perform the initial Stride (nor do you fail if you don’t Stride 10 feet.)

Steeped in History
+1 circumstance bonus to Recal Knowledge about the Magaambya, the tenets or history of your branch
(Tempest-Sun Mages), and members of your branch.

Cat’s Luck
Once per day; Trigger - failed REF save.
You instinctively twist away from danger. You can reroll the triggering saving throw and use the better
result.

Cat Fall
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If
you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics,
treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet
and don’t take damage, regardless of the distance of the fall.
Ranger
Hunt Prey
<> Concentrate
You designate a single creature as your prey and focus your attacks against that creature. You must be
able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2
circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making
ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a
creature when you already have a creature designation. Your designation lasts until your next daily
preparations.

Hunter’s Edge - Flurry


You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty
for attacks against your hunted prey is -3 (-2 with an agile weapon) on your second attack of the turn
instead of -5, and -6 (-4 with an agile weapon) on your third or subsequent attack of the turn, instead of -
10.

Monster Hunter
You swiftly assess your prey and apply what you know. As part of the action used to Hunt Prey, you can
attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your
hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and your allies
gain a +1 circumstance bonus to your next attack against that prey. You can give bonuses from Monster
Hunter only once per day against a particular creature.

Favored Enemy - Animals


You have studied a specific type of wild creature and can hunt it more easily. When you roll initiative and
can see an enemy that belongs to the animal category, you can Hunt Prey as a free action, designating
that enemy.
You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The
benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines
whether it applies against a creature disguised as a favored enemy.
Spells
Druid - Primal
Stablize - cantrip
Cantrip, healing, necromancy, positive
<><> Somatic, Verbal, range 30’, Target: one dying creature.
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at
0 hit points.

Electric Arc - cantrip


Cantrip, electricity, evocation
<><> Somatic, Verbal, range 30’, Target: one or two creatures.
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your
spell casting modifier (WIS +1).
Heightened [+1] +1d4 DAM

Heal Animal - focus 1


Uncommon, druid, healing, necromancy, positive
<> to <><> Somatic or somatic & verbal, range Touch or 30’, Target: one willing living animal creature
You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting
this Spell determines its effect.
<>Somatic - The spell has a range of touch.
<><>Somatic, verbal - The spell has a range of 30’ and +8 hp restored
Heightened (+1) The amount of healing increases by 1d8, and the additional healing for the 2-action
version increases by 8.

Arcane
Shield - cantrip
<> Verbal, Duration: until the start of your next turn.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1
circumstance bonus to AC until the start of your next turn but it doesn’t require a hand to use. While the
spell is in effect, you can use Shield Block reaction with your magical shield. The shield as Hardness 5.
After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal
Shield Block, you can use the spell’s reaction against the magic missile spell.
Heightening the spell increases the shield’s Hardness:
3rd - Hardness 10
5th - Hardness 15
7th - Hardness 20
9th - Hardness 25
Shield Block reaction
Trigger: While you have your shield raised, you take damage from a physical attack.
You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up
to the shield’s Hardness. You and the shield each take any remaining damage possibly breaking or
destroying the shield.

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