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oa = em SECOND EDITION B General House Rules Combat Condition ‘The GM should communicate with the players the physical condition of enemies in combat. Instead of exact hit points values, the GM can answer to questions whether enemies are bloodied or beaten, but should not let players compare what creature is more bloodied than another. ‘When a creature is at hit points equal or less than half its maximum hit points, it is bloodied (or broken, if the creature is a construct). Its body is covered by bruises and ‘scratches, and it experiences fatigue and pain. When a creature is at hit points equal or less than 5 plus additional 5 for each 50 points of maximum hit points, itis beaten. Its body is a covered with open bleeding wounds, hhas cracked or splintered bones, or much worse. It barely, ‘stands upright and remains conscious. One or several more attacks will probably take it dawn, Bloodied and Beaten can be used as conditions by making homebrew creatures, such as creatures fleeing when they get bloodied or beaten. However, if Pathfinder Second Edition Introduces new conéitions by the same name, they should not be treated as the same condition. Flavor Feats In order to experience less popular feat options in the Pathfinder 2nd Edition system without compromising with ‘your character, you can take a number of extra feats called flavor feats. You gain a flavor feat at reaching 3rd, 5th, 7th, 9h, 11th and 13th level. ‘The GM decides what feats qualify for flavor feats, and these feats gain the flavor keyword and the uncommon rarity. Usually, such feats have interesting concept but are ‘weak or situational and are unable to compete with popular ‘lass feat choices. The GM can also add new feats from third party sources by applying favor keyword to them, AS a general rule, the following feats quality as flavor feats with GM's approval: ancestry feats specifi to your ancestry and hheritage; generic and skill feats; dedications without the multiclass keyword. Flavor feats are supposed to be weak or situational and their potential in combat is expected to be limited, but Sometimes their use or interaction with other feats or abilities can prove exceptionally useful. If such interaction is, observed, the GM will not take the feats away from you but they can declassify them by removing the flavor keyword. Flavor feats cannot be retrained with downtime. You can retrain one flavor feat for another with the flavor keyword at, reaching 7th, th, 1th, 13th, 15th and 17th level. You can also retrain a the latest acquired flavor feat at no downtime cost ‘until you benefit from it for a frst time. or Improved Multicloss Dedications All feats with the Archetype trait that do not have the Dedication trait have their level requirement halved. For example, the Ranger Dedication feat remains a level 2 feat, however the Basic Hunter's Trick becomes a level 2 feat, not level 4 feat. Any level 6 archetype feat that allows you to take a class feat no longer halves your player level as prerequisite Critical Initiotive If you roll a natural 20 on an Initiative check, all enemy targets are considered flat-footed to you on the first round of combat as long as they haven't acted before you. Hero Points Players start a new campaign with two Hero Points each, and their use is described in Core Rulebook, pg. 467. In addition for feats of heroism and rewards for quality roleplaying, players earn Hero Points in the following ways: ‘+ Players earn a Hero Point at the start of a game session of three or more hours with atleast one upcoming challenge that will pose a risk of defeat or death + Players earn @ Hero Point after overcoming a Severe Aifficulty encounter, or a Moderate difficulty encounter that presented a Severe challenge due to circumstances other than player mistakes. Insight Checks At any point, you can attempt a DC 45 special check modified. bby a target player's Wisdom modifier. Ifyou succeed, you can ‘pass a suggestion to the target player that his character may recall in the game as a spark of insight or recalled memory. If ‘you fail the check, you may not attempt another such check until the end of the encounter. ‘The GM may do the same and is free to choose between Intelligence, Wisdom and Charisma modifier before making the roll Ifhe makes the check, he can pass the target player a pplece of insight, ora gut feeling about the current encounter. Exposed Checks ‘This varlant is for groups of players used to other roleplaying ‘games who do not feel comfortable with the concept of secret checks, All secret checks except those opposed by Stealth DC. or Thievery DC, as well as checks related to identifying and, trading with items and saves related to hazards, poison and disease, are rolled by players not the GM Group Exposed Checks When a group check i called by the GM, all payer attempt the same sil check. Only actions tht do not requice trained or better proficiency inthe sil can be made as group checks ‘Atypical example is the Seek ation where the whole party is Scanning an area for anything unusual, or Recll Knowledge for broadly known information (such as name of a ruler, key noble, or major deity) In order for the party to suoceed, half of the players (rounded down) must have a suecess or one player must have 2 critical success. If the party succeeds, all players with successor rial success receive the information from the GGM first and can choose how to use it and whether to share it norderto share the information with che rest ofthe parcy during an encounter, one player with successor better result should use the Point Out action. Retrying Recall Knowledge When you succeed a Recall Knowledge check, you get one piece of most common information. For each § points you beat the Recall Knowledge DC you can choose between the GM revealing another piece of most common information or asking one question that the GM may reply to No answer. Up the GM, he may provide more detalled information or a long answer if you use a Lore Skil or you fare master or better at the skill used, The GM can provide detailed information if you critically succeed on any Recall Knowledge check but only to explain creature abilities or attacks, Yes or When a Lore Skill is used instead of a general Skill, the first Recall Knowledge DC is lowered by one step of dificult. If you are expert or better in the Lore Skill used or you are trained in a Lore Skill that is particular to the subject of the Recall Knowledge (up to the GM), the Knowledge DC is lowered by two steps of difficulty instead. If you fail a Recall Knowledge check to remember a bit of knowledge regarding a topic, you can still try again however the DC determined by the GM is increased by one step of difficulty (see pg. 506). On a critical failure, you do not get ‘wrong information unless the roll is made in secret, however you cannot try recall information about the same creature or its creature type until after your next daily preparations. Gentler Massive Domoge ‘his variant rule removes the automatic death when taking rassive damage. This variant rule shouldbe used for combat ddamage and should not apply to falling damage or hazards Rather than you die instantly if you ever take damage equal to greater than double your maximum Hit Points in one blow, you become dying however your dying condition value increases by an additional 1 and your wounding condition increases by 1. Your wounding conéition will Increase by 1 again when you stabilize, as usual Gritty Wounded Condition In a realistic campaign with fewer but harder combat encounters, the GM can make the wounded condition in an important attrition mechanfe that prevents players from endless fights. The wounded condition no longer ends if someone successfully restores Hit Point to you with Treat Wounds, or you are restored to fll Hit Points and rest for 10 minutes. The wounded condition only decreases by 1if you take a ful time's rest after receiving any healing with Treat Wounds or healing pels Horsher Wounded Condition In a realistic campaign with fewer but harder combat encounters, the GM can make wounded condition even more dangerous by making it harder to heal and easier to contract, afflictions due to open wounds. ‘+ When attempting the Treat Wounds action on an ally with the wounded condition, add the wounded value to the DC of the Medicine check. ‘+ When making a Fortitude save against poisons or diseases allicted by Strikes or physical contact, if you have the wounded condition the GM adds the wounded value to the DC of the affliction, Surprise Attocks [An undetected creature remains so until its spotted with a successful Seek action, fails to remain undetected with a move or a failed Sneak action, or until it targets a creature ‘with an attack, an ability or a spell. When the undetected creature targets a creature, i takes a full turn. After that turn is resolved, the combat starts and all creatures must roll initiative. Other creatures that were surprised must use Perception for their initiative, and the undetected creature has +4 circumstance bonus to its Initiative creature's frst turn has been already used to init combat and it does not get a second turn during the first round of combat, Ifa situation occurs that a creature uses the Seek action in the moment that an undetected creature would make an attack, an ability or spell, the undetected and seeking creature roll special initiative check. If the Seeking creature wins the initiative order, it can use Point Out as a free action before the undetected creature resolves its attack, ability or spell. Undetected creatures with an ability that sets a DC to beat for other creatures to notice them use that DC as their Initiative score rather than rolling. Gritty Treat Wounds Im a realistic campaign with fewer but harder combat encounters, Treat Wounds does not remove the wounded condition, instead it decreases its value by 1. Sickened Out of Combat [Conditions such as sickened that require an action during |combat to decrease its value, will automatically expire if the target spends 1 minute performing the required action. This, removes the need to make a lot of unnecessary rolls when timing is not essential. Trample Movement Creatures with the Trample ability must always move in a straight line when trampling, with the exception of up to two ‘separate diagonal turns. A trampling creature may attempt a diagonal turn only after it has moved at least 10 feet in a straight line, Defoult Ronge Increments Ifa Strike or a weapon has no listed range increment, it's, value is 20 feet for thrown weapons and 30 feet for ranged ‘weapons, Persistent Uniockobl When the group of players successfully finishes an adventure ‘or an adventure path eampaign, all Uncommon and Rare items that are retained or successfully reverse-engineered as formula (including after the adventure, as far as GM allows), as well as all Uncommon and Rare dedications, feats, spells and other content eared by at a member ofthe party, are recorded inthe Party Jourmal and remain available in future campaigns for that party. Unlocked content can be taken by starting characters or learned through level advancement, 28 Jong as the player has all prerequisites. For Rare items, the GM must approve foreach item, ‘Unique items and abilities ean be retained but can only be used by one character in one following campaign, and the new character must be related to the character of previous carmpaign that acquired it. Stealth or Surprise Attacks ‘An undetected creature remains so until iti spoted with a successful Seek action, fails to remain undetected with a rove or a failed Sneak action, oF unt it targets a creature with an attack, an ability or a spell. When the undetected creature targets a creature, it takes a full urn, After that turn ts resolved, the combat starts and all creatures must roll Intiative. Other creatures that were surprised must use Perception for their initiative, and the undetected creature has +4 circumstance bonus to its initiative roll. Undetected creature's first tur has been already used to initiate the combat and it does not get a second tum during the first round of combat. Ta situation occurs that a creature uses the Seek action in the moment that an undetected creature would make an attack, an ability or spel, the undetected and seeking creature rol special initiative check, Ifthe Seeking creature ‘wins the initiative order, it can use Point Out asa free ation before the undetected creature resolves is attac, ability spell. Undetected creatures with an ability that sets a DC to beat for other creatures to notice them use that DC as their Initiative score rather than reling Vigilant Creatures other than player characters may be more or less apprehensive of potential enemy attack. The Viglant condition always includes a value. A creature that is viglant ‘may use up to @ numberof actions to Seek every tum equal to ths value, until it notices potential threat or loses this condition, Most creatures in neutral or enemy territory ‘maintain vigilant 1, while competent stationed guards have vigilant 2 or 3 I the creature detects a threat or receives & warning from allies who have detected a threat, its viglant value inreases to, At the end of each ofits turn it hasnt detected a threat, {t may decide to lower its viglance by 1. Creatures with vigilance 0 consider themselves completely safe in their close environment and do not expect immediate threat. They may pass the time by talking among each other, doing chores oF fooling around, Creatures with no vigilance have -2 circumstance to their Perception DC while occupied by an activity with the manipulate ot concentrate trai. ARCANE EXPERIMENT BACKGROUND You were abducted ata very young age and forced tobe a subject of, a mad wizard’s experiments, While the experience was challenging, you did learn much about the arcane wotld. You escaped ot were given your freedom after a est gone wrong, Choose two ability boosts. One must be to Constitution or Intelligence, and one is free ability boost. You're trained in the Arcana skill and the Academia Lore ski You gain the Arcane Sense skil feat. AMNESTIC BACKGROUND What Is your story? Even you arent sure, Your oldest memary Is walking through the strets with a broken object in hand. Nobody, seems to know you, but strange images sometimes flash through your mind, And ifs hard to explain your peculiar ski set Choose two ability boosts. One must be to Strength or Intelligence, and one's 2 free ablity boost. Youre trained inthe Society skil andthe Architecture Lore stil. You gain the Sign Language ski fat. CHILD OF THE ARCANE BACKGROUND. You've always had a special sense forthe arcane, You may have fell ‘a natural Inclination toward tales of magic, or maybe the knowledge came to you through dreams that you have only recently begun to decipher. Either way, ife of adventure became the logical next step for you Choose two ability boosts. One must be to Inteligence or Charisma, and one sa free boost You trained Inthe Arcana silane Lore skil related to either ‘@ magical monster or another plane that held your interest as a youth (euch as Dragon Lore or Astral Lore). You gain the Arcane. Sense stil feat CHOSEN ONE BACKGROUND ‘An unusual natural event such as a shooting star Blessed your bith, and people proclaimed your destiny as a future legend as 2 result You might believe these tales yourself, or perhaps you feel Pressured to live up to everybody's high expectations. Either way, you have always noticed that people pay special attention to you Choose two ablity boosts. One must be to Wisdom of Charisma, and one is a free boost. You're trained inthe Diplomacy skill and the Fortune-Teling Lore skill. You gin the Group Impression sil feat. CONJURER BACKGROUND You ate skilled at ealing forth all manner of oddities into this word, and your first spells were likely summoning magic, As a result, you have a fair for conjuration magi. ‘Choose two ability boosts. One must be Intelligence, Wisdom, or Charisma and the others a free ability boost. New Backgrounds ror YYouite trained in Occultism and one Planar Lore skill of your choice that corresponds toa plane that you've summoned creatures from. You gan the Recognize Spell sil feat. CULTIST BACKGROUND Bloody rituals by candlelight. Echoing whispers to the old gods. Black cloaks and animal masks, Youve been inthis cult so long that, the trappings seem commonplace, Perhaps it's time to step outside and get anew perspective? Choose two ablity boosts, One must be to hnteligence of Charisma, and one is free ability boost. Youre trained in the Occuttism skill and a Lore skill related to your god. You gain the Quick Identification sil feat ESCAPED LUNATIC BACKGROUND You can't remember exactly why you were imprisoned; ony that strange men in funny hats thought it best. It doesmit matte. You've escaped from asylum and you have no Intention of going back Besides, the fate of the worlds at stake—ors0 the voices tell you. Choose two ability boosts. One must be to Charisma or Strength, and one is a free ablity boost. Youite trained in the Deception skill and a Lore skill related to your lunatic obsession. You gan the Lengthy Diversion ski feat EVOKER BACKGROUND You have an afnity for elemental energy, eter due to a quik of birth or a mysterious ancestry in your family tree. You're probably a spelicaster who specializes in highpower spells, but you might, simply have a knack for destruction. Choose two abilty boosts. One must be Intelligence, Charisma, or Wisdom, and one is a fee abilty boost Youre trained In the Arcana skill and one Planar Lore ski correlating to an elemental plane of your choice. You gain the ‘Arcane Sense skill feat FACE SHIFTER BACKGROUND You have an innate ability to adjust your physical appearance and size. Choose two ability boosts. One must be Charisma and the athe is 2 free ability boost. You're an expert in Deception skil, You gain the benefits of the chameleon gnome heritage, even if you arent a gnome. If youte already @ gnome with the chameleon gnome heritage, you gan the (Quick Disguise feat instead. FALLEN NOBLE BACKGROUND (nce your family name caried weigh. I carried respect. And most importantly it cared gold. Now, itis a shadow of its former sel. Raised in abject poverty and epic stories of times gone by, you belong toa noble house past its prime. Choose two ability boosts. One must be to Constitution or Charisma, and one is 2 free ability boost. Ger fea FALSE GOD BACKGROUND Your destiny was foretold. You were the second coming of a great 4d oF hero, coming to rid the world of evil (or possibly good) Pilgrims and kings lid gifts at your feet, and holy men sought your council But as the years went on, your divinity was called into ‘question. Now, you ae disgraced and forgotten, a Iturgicaleror that should not be repeated ‘Choose two ability boosts. One must be to Wisdom or Charisma and ones a fee ability boos. You're tained inthe Religion skill and a Lore skill related to your 4eity. You gain the Student of the Canon ski feat FERAL BACKGROUND Civlizetionis @ novel concept, but nota particularly appealing one to you. You were raised by animals in the deep recesses of the jungle Corin the freezing steppe. Now that you have to interact with humans, the idea disgusts you. And the smell! Do they have to bathe so often? Choose two ability boosts. One must be to Constitution or Wisdom, and one is fre ability boost. You're trained in the Survival skill and a Lore skil related tothe terrain where you grew up. You gain the Terrain Expertise skill feat. GOBLIN ABDUCTEE BACKGROUND You were abducted by a tbe of goblins for your skill in @ common crafl, Among these strange creatures your basic abilities were tegarded as miracles, Over time, you eamed a begrudging admiration from the tribe. (Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a fee ability boos. You're trained in the Crafting skill and your choice of the Farming Lote Miling Lore, of Tanning Lore skill, You gain the Quick Repair skal feat HERO'S CHILD BACKGROUND itis hard living in the shadow of greatness. You could barely walk around your home without bumping into dragon skulls, royal letters of gratitude, or an everpresent retinue of adoring hangers-on Mostly, you just stayed out of the way. One (or both) of your parents was 2 famous adventuter. Will you follow in the footsteps of Greatness? Choose wo abilly boosts. One must be to Strength or Charisma, and one Is a fee ability boos. You'te trained inthe Stealth skil and a Lore skil related to your parent's deeds. You gain the Terrain Stalker skil feat. HERO WORSHIPPER. BACKGROUND You grew up on tales of folk heroes, and maybe you even met famous adventurer when you were younger. You studied tales of erring-do voreciously and played pretend battles long after others gave them up, all inthe hope that these activities would prepare you for that fateful day when you followed in the footsteps of those legends, Choose two abilly boosts, One must be to Strength or Inteligence, and one isa free ability boost. You're trained inthe Society sil and the Folktale Loe skill. You gain the Dubious Knowledge skil fea. HERO WORSHIPPER BACKGROUND You've ved under the burden of crippling deb, either due to your ‘own bad decisions or a family obligation. Rather than face a ife of indentured servitude, you decided that trying your luck as an adventurer offers the quickest means to treasure—as long as you can survive the pels. Even ifyou succeed and pay the debt off, your background as. somebody trained in identifying rare treasures remains valuable. Choose two ability boosts. One must be to Intelligence or Wisdom, end one isa free ability boost You're trained in your choice of the Arcana, Occult, or Religion stil, You gain the Quick Identification skil feat. You'e also tained inthe Mercantile Lor sil MAD DOCTOR BACKGROUND. There's nothing as interesting as the human body. Or a dwarf body (r a toll body. Or perhaps the three spliced into one. Realy, any living (or even dead) body will do. They banished you because of your experiments, but they are behind the times. They'll see. They willl set Choose two abilly boosts. One must be to Dexterity or Intelligence, and one is a free ability boost, You'e trained in the Medicine skill and your choice of the Academia Lore or Underworld Lore ski You gain the Battle Medicine skil fet. PLANAR OUTCAST BACKGROUND This isnot your home, I's not even close, our true home is beyond the imagination of most people here. But whether you were abandoned, exile or lst, the return journey wll not be easy Choose two ability boosts. One must be to Constitution oF Intelligence, and one is free ability boost. You're trained in the Arcana skill and a Lore skil related to your Plane. You gain the Dubious Knowledge skil feat. PRACTICED BACKGROUND Yu have decicated your youth toa skillor profession of your choice and honed its routines to almost perfection trough great patience and dedication Choose two ability boosts, Both must be diferent abilty scores. You become trained in one skill of your choosing. You gain the Assurance feat as a honus feat forthe skill you selected PROFESSOR BACKGROUND The university is the only home youve ever known, From dusty manuscripts to echoing marble hallways, academia is the true lifeblood of the world. And while tomes are wonderful, there's nothing better than a rapt audience of students all eager to lear. Choose two ability boosts, One must be to lnteligence or Charisma, and one is a free ability boost. You trained in the Performance skill and the Academia Lore stil, You gin the Fascinating Performance sil feat SEER BACKGROUND You've been gifted with prophecy for as Tong as you can remember, and your friends have family have tumed to you for advice as @ result. You may have been a soothsayer, an oracle, ora simple chi wrought with eerie coincidences, Choose two abilty boosts. One must be Charisma or Wisdom, and one is a fee ablity boost RUNAWAY BACKGROUND You left home at an early age, never to return. Over the years, you have accumulated 2 wealth of knowledge about living on the strets. shard to remember the old fe, and you always fear that it will, atch up wth you again ‘Choose two ability boosts. One must be to Dexterity or Wisdom, and one is @ free ability boost You're trained inthe Thievery sil and the Underworld Lore ski You gain the Subtle Theft kil feat. TRICK MAGE BACKGROUND Foras long as you can remember you've used your fledging magical Powers to get into and out of trouble. Choose two ability scores. One must be Charisma or Intelligence and the others a free ability boot You're trained in Deception or Thievery, and one Lore skil of your choice. This Lore skill should correspond to a major focus in your background, such as Underworld Lore if you were a rickster working for a thieves guild or Games Loe if you used your powers to cheat, at gambling VILLAIN SPAWN. BACKGROUND 'Rterible weight hangs ever on your shoulders. One (or both) of your patents was a cruel and wicked villain, a notorious criminal with a y of misdeeds. You enter into the adventuring world to correct thelr mistakes~or perhaps to repeat them, Choose two ability Boosts, One must be to Strength or Chaisma, and one is a free ability boost. You're trained in the Intimidation skill and a Lore skill related to your parent's deeds. You gain the Group Coercion skill feat. Ancestry Feats Feats with the obelisk symbol t are modified versions of officially published rules. "oor SEEDPOD t FEAT 1 LESHY] Yout body produces a nearly endless supply of hard seedpods, You gain a seedpod ranged natural attack witha range increment of 30, {et that deals 144 bludgeoning damage and has the propulsive tai these Sirkes have the manipulate tat. On a eitical hit, a seedpod. bursts, issuing fort a tangle of vegetation that imposes a ~10-foot circumstance penalty on the target's Speed for 1 round. Seedpods donot add critical specialization effects NATURAL ATTACKS ‘A natural attack is a special type of unarmed attack that cannot be mocifed by feats that require unarmed attacks or ratify the effect of unarmed attacks. mW New General Feats Feats with the obelisk symbol t are modified versions of officially published rules. ros as ACROBATIC ATHLETE FEAT 1 Prerequisites trained in Acrobatics Your physical control allows you to perform the Climb, High Jump, ‘and Long Jump actions with Acrobatics instead of Athletics. Used this way, these actions have their normal traits and action requirements in addition to those of Acrobatic Athlete ACUPUNCTURE [sci] Prerequisites tained in Medicine, rained in Occutism Requirements You have an acupuncturist’ kt Youte able to utiize @ combination of folk medicine and occuic principals to stimulate a creature's ki orife essence. Whenever you Use Treat Wounds ona creature and teat them fora total of 1 hou, instead of doubling the amount of healing te target receives you can attempt to counteract any one effect active onthe target using your Medicine bonus against the appropriate DC. The target is then temporarily immune to Acupuncture for 2412 days. Ths feats counteract level is equal to half your character level, rounded up Gounteract checks attempted with this fet gain the following oritcal failure eect. Catia Failure The target is clumsy 148 and enfesbled 1d for 3d6 days. AMBIENT COVER FEAT 1 Eo Prerequisites expert in Stealth You utilize chaotic surroundings to Keep yoursell laden. You are concealed whenever you'e within a crowd and dont treat the crowd as dificult tern. When you Sneak, if you start and end your ‘movement within a crowd, you gan a +2 circumstance bonus to your Steath check aif you had cover. BATTLEFIELD DIAGNOSIS FEAT! Proralstes ardin Madene ata Sore ESe SE NTRaIs fey ovo Narestins Lacam El Vistar aes rare ot Psa eeitiny ellen ah ws omen ak aaa tah reas Ween infomation you gs vewed tought eve ofthe ous Kinds ae Sr capa ocd, BATTLE MEDICINE t « FEAT 1 rerequistes trained in Medicine You can patch up yourself or an adjacent ally, even In combat Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not, remove the wounded condition, As with Treat Wounds, you can attempt checks against higher OCs if you have the minimum Proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. ‘Special Battle Medicine uses the same rules as Treat Wounds except the prerequisite of healers tools is optional, If no healers tools are used and the result is erltical success, eat it as a success instead. BATTLE MEDICINE AND HEALER'S TOOLS Battle Medicine, ike Treat Wounds, is intended to require a healers tools. tis prefered to keep one available in a bandolier for using Battle Medicine with one free hand and oD using a healer ki. However, due to omission, the fest doesn't list heale’s tools requirements. This house rule allows avoid the need {for healers tools but removes the ertcal success option {rom its results when doing so. BoB Vv J BACKGROUND Background feats are normally only granted when you pick a Se ee oe ca reward 0° to inate a personal quest for your character. If granted by De ee Se ee) De eee er eo) eer cere Ce ces Snead CONVERGENCE Ce ee characters using multiclass archetypes, enabling them to better utlize Se ca ee ee ere ees feat in place ofa class feat if they have taken atleast one archetype Ce ae Cr ne BEAUTY MASK Prerequisttes trained in Diplomacy Your beauty les in a lack of physical odes, You have a beauty that is hard to describe, which gives you an unrecognizable facade without actually donning a disguise. Whenever someone tries to give ‘description of you, they must make 2 Percestion check against your Diplomacy in order to find any distinguishing traits to describe other than gender an heritage. They wll still recognize you if you actually meet. Your Diplomacy DC is used against Gather Information attempts about you. You can use Diplomacy instead of Deception to Impersonate a genetic role, such as a cout, quar, or commones, Just by wearing appropriate garb, BLUE BLOOD Your family is old and recognized, Those who care about such things will see you as a natural born leader. It is easy for you to be invited to parties and social functions. You are considered a valuable and reliable witness, and you will mostly be assumed to have @ good teason to be doing what you're doing. You don't have any extra funds. You gan Reputation (Arstocracy) asa bonus fat BROWBEAT Be eens se ied Concent arora minutes after interacting with you the target becomes unfriendly (if BURST THROUGH -> FEAT 1 Perales eer in Ales ks 1 zen donee ‘Success You move through the enemy's space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of crea int RAC SN Set aoe tc va CAUSE FEAT 1 FEAT 1 FEAT 1 SKIL FEAT 1 You champion a cause, and are known by others involved in this ‘cause. This gives you a set of friends and enemies depending on the exact cause you choose when taking this feat. Causes can be religous, political, or focused on some kind of activity, such as charities. They always have an element of idealism about them; 2 thieves’ guild is nota cause. You gain Reputation (Idea) as a bonus feat. CHITCHAT eae See somaeae an FEAT 1 FEAT 1 Prerequisites trained in Athletics ‘Trigger You have a creature grabbed. The target cannot Breathe or use audfory actions that rely on speech or vocal utterances for 1 round. During ths time, the target must immediately begin holding their breath and each time you successfully Choke the targetseduce the remaining number of rounds of air the target has by 3. If the target is suffocating, they rust immediately attempt a Fortitude save against suffocation; a failed save deals damage as usual and Increases the save DC and damage dealt by future faled saves as usual Success The target cannot breathe or use auditory actions that rely ‘on speech or vocal utterances for 1 round. During this time, the target must immediately begin holding their breath nd each time you successfully Choke the target, reduce the remaining numberof rounds of air the target has by 1 Cctical Fllure Your target can try to Escape your grabbed condition as a reaction, FEAT 1 fail a pet ober pet ea oa ic epg win yar Yl Eas WO Fe Sana koma oe oe CONCEAL EFFORTS FEAT 1 Prerequisites expert in Stealth ‘Trigger You attempt to use a skill action or an Interact action while’ observed. At the GM's discretion, particulary flashy or loud) Fellure The creature recognizes that youre up to something, but doesn't know what you're trying to do. Citical Fllure The creature recognizes exactly what you're trying to do, CONTACTS Prerequistes trained in Diplomacy Contacts are persons you know who are friendly to you, but not your direct servants or allies. This feat gives you a number of contacts, ‘equal to your level. If you lose touch with some of your contacts, you can replace them, ‘A contact should ideally be someone you met and beftiended during play. In this way, you can gain powerful contacts: kings, courtiers, mages, heroes, and other important indviduals. You can, fill out your contact network with NPCs of your own invention, but, these are not as important or influential as the ones you meet in play. Your contacts have a helpful attitude. You can Gather Information by conversing with your contacts for 10 minutes ifthe Information you seek is within the contact’satea of interest. I your contacts are merchants or crafters, you can uy and sell tems of, Interest to them even if they would not normaly be on sale because ‘they are illegal or otherwise dificult ofnd/sel DEMOLITION PROWESS ->> Prerequisites expert in Thievery You understand construction tothe point where you can break even heavy construction with skill and tools Instead of brawn. You can use the Force Open action with Thievery intead of Athletios. You need thieves’ tools touse tis fat FEAT 1 FEAT 1 DISCOMBOBULATE FEAT 1 Prerequisites trained in Deception When another creature uses Diplomacy to Make an Impression or Request, or when they use Deception to Lie, you can make ‘comments that muddle the conversation. You can even do this to hamper communication that would not normally require skill checks, such as reporting an evento teling the trath Make a Deception check against the Perception DC of each listener you are trying to discombobulate. Its possible to get a different degree of success for each target. The speaker automatically notices your action (tical Success As success, except that Diplomacy check automatically tically fal ‘Success The speaker's Deception or Diplomacy check automatically falls against ths target (tical Failure The listener realizes what you are doing and may take action FEAT 1 Prerequisites trained in Deception ‘An advanced form of the Create a Diversion action of Deception you attempt to cover a falled Stealth or Thievery attempt with a quick distraction, With a gesture, a trick, or some distracting words, you can create a distraction that draws creatures’ attention elsewhere. If you use a gesture or trick, this action gains the manipulate tat. f you use distracting words it gains the auditory and linguistic traits. ‘You must have a notion that something is going on and you must observe potential observers, but you need not observe the action, ‘that file. You can use Distraction to cover your own use of Stealth and Thievery. When a creature fas a Stealth check to sneak or hide or @ Thievery check to palm and object ot steal, you can attempt a Deception check against the Perception DC of a potential observer. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts at Distraction for 1 minute ‘The number of targets you can distract increases to four if you're fan expert in Deception, 10 if you're @ master, and 25 if you're legendary Critical Success As success, and the creature distracted suffers a4 circumstance penalty on Perception forthe nex round, ‘Suocess The creature using Stealth or Thievery can cancel the action and remain as they were, potentially to try again later. Failure The distraction fails and the failed Stealth or Thievery check proceeds as normal Critical Failure As failure, and the person distracted is aware you ‘ete tying to purposefully distract them, EERIE BACKGI There is something odd about you that makes others leave you alone. This might be an aura or manner'sm, such as talking to yourself or staring vacantly into space. People expect odd things from you, and will pay no heed unless you cause them some kind of direct harm. They might think you a harmless eccentric or leave you alone out of fear. If there is a witch-hunt in the atea, this can backire; people reluctant to do something themselves might stil report on you When you use Intimidate to Coerce targets become indifferent instead of unfriendly. FAMILY You have a strong and supporting family. Your family is self- suppoting, has a home appropriate to your station. This gives you a base of security andrespectabilty Your family can use the Ald action to automatically give you a #1 circumstance bonus on any downtime task, FASHION SENSE ‘You have good taste and understand what to wear and when. You dress well for every occasion, and have the savvy to dress flashy, without causing a scandal Dressing up for an occasion takes @ minimum of ten minutes of styling and rummaging through your wardrobe, You must use outfits. appropriate tothe situation, FEAT 1 FEAT 1 FEAT 1 “ he FAST TALK. FEAT 1 rained in Deception ‘You can give @ good shortterm Impression, to the point where people will give you ald or information they normally wouldnt. This impression never lasts, and it Is generally wise of you to leave promptly after using ths ably. You can use the Gather Information, Make An Impression, and Request actions with Deception instead of Diplomacy. Used this way, these actions have their normal traits and action requirements in ‘addition to those of Fast Talk. Ten minutes after interacting wit you, the attitude of people you spoke with towards you worsens by one step. FIREARM TRAINING Prerequsits trained in Martial weapons Whether you leaned through your own extensive studies and experimentation or learned fram anothey, you have become privy to the secrets and use of gunponder. You become trined in seamen and rare Firearms FIRSTARTER You are a practiced hand when it comes to creating small mundane fires. Provided that you have access to flammable materials and the abit to create friction, you can always start a small flame (such as that produced by int and tinder) with 1 minate’s effort. you have access to materials designed to create such small lames, such as flit and tinder, 2 dry sticks to rub together, or some similar device, you can create a fire using 2 actions, FEAT 1 FEAT 1 FREEDIVING Ea Prerequisites tained in Athletics You can hold your breath for a number of rounds equal to your Athletics skill bonus; see Drowning and Suffocating inthe Encounter Mode chapter. You can use weights to speed your descent wien diving, if you hold on toa weight atleast 10% of your own mass you ‘can swim downwards at double swimming speed, GENERALIST You have a broad base of knowledge and utity abies, allowing you to easily choose abilities to fit into any situation. Whenever you would gain a skill feat, you may choose a nor-skill general feat instead. This feat must have a level which does not exceed 1/2 your level rounded down, FEAT 1 FEAT 1 GOLDDIGGER FEAT 1 ‘Spending money on you makes people feel successful. Its easy for you to lve off others and join parties and social occasions as a hanger-on. You can live a comfortable ifestyleatno cost, as lng as you spend one week of downtime per month catering to rich contacts, At 9th Fevel, you can instead live @ fine ifestyle, and at ‘ath evel you can ive an extravagant ifestyle GOSSIP FEAT 1 Prerequisites trained in one Lore You can use Lore instead of Diplomacy to Gather Information, GUILD MEMBER FEAT1 You are a member of an established guid; an organization that exists to futher the professional interests ofits members. A guild has faciltes you can use, provides access to markets, and are @ great source of trainers, aides, and expertise. While on guild premises using guild equipment to do tasks ‘appropriate tothe guild you gain a +1 item bonus on ll skill checks GUNSMITHING Prerequisite trained in Oat or Lore (Firearms) You are able to craft firearms and ammunition. You gain a craft formula book with 2 uncommon base models and 1 uncommon design madifcations, 1 projectile and 1 propellant. The GM decides the applicable technology levels forthe game. You treat frearms as martial weapons ‘Special Ifyou take this feat at level 1 you may start with a firearm that you crafted. The formula forthe firearm must bein your formula book. Pay haf price forthe frearm, HEALER'S DRESSING ->>> FEAT 1 FEAT 1 Prerequisites trained in Medicine Prerequisites You have healers tools You've learned to soak bandages or towels medicinal unguenis to apply them quickly o your patients. You intrat with any alcherical elixir or potion that youre holding that causes its imbiber to regain Hit Points and apply itcrecty to creature's wound, allowing the elixir or potion to suffse uniformly across the creatures wounds Instead of rolng to detemine the otal numberof Hit Pont tha the target regain, treat every die you would have rolled as i you had rolled the maximum possible result For instance, dtnking a moderate elixir of life would normally cause a creature to regain 546#12 Hit Pints, so using a moderate els fife inconjncton with Heals Dressing would cause the target to regain 42 Hit Points If you also have Batle Meine, you can use this ability with a single action. HEIR Itis well known that something marvelous is coming your way. Pick some appropriate inheritance in concert with the GM. This inheritance i likely to happen after your adventuring career is over. People know you are an heir and fawn over you accordingly, but there are no physical benefits FEAT 1 INFLUENTIAL FRIEND You have a friend in a position of power who you know privately rather than in their offcial capacity. Fora low-level character you ight have an influential frend with an army or who is a minister, while at higher levels your influential friend can be a king. At the highest levels you can potentialy have a divine being as your influential fiend. Apart from enjoying your time together and being inclined to actin your favo, an influential fiend has many other obligations, and this mits what they can do for you. They know that, preferential treatment is responsible and thus do not provide you With full support always, Pressuring an influential fiend may produce grand results inthe short term but can easily backfire. In downtime mode you ean consult your influential frend to gain ‘a reroll with a +5 circumstance bonus on Diplomacy checks to Gather Information on relevant topics. In exploration mode, you can, set up a meeting with your infuential friend in 1-10 hours to gain the ‘same benefit At the GMs wim the influential friend may be privy to secrets appropriate to ther station or use thelr influence in your favor. Using your infuential friend to obtain other advantages may jeopardize your relationship, ‘Special if your relationship with the influential friend ends you must retrain this feat. Over time you may outgrow your influential, friend, in which case you can replace ths feat with the Contacts feat, and your forme influential friend becomes a contact JARRING BLOW. TE Prerequisites trained in Athletics Your powerful Blows leave foes Jarred and uncertain. Vou can use ‘the Flnt action with Athletics instead of Deception. LORE FOCUS Prerequisites trained in Lore Your knowledge continues to expand as you advance i evel. At Sr 7th, and 15th levels, you gain a skill increase applied to the Lore stil ‘Special This feat can be taken multiple times, each time for 2 diferent Lore FEAT 1 FEAT 1 FEAT 1 LOOPHOLE You have a knack for finding the wrinkles and exceptions in sets of, tules, be it @ machine program, instructions to a guardian, military cordets, an infernal contact, ot a code of honor. All organizations ‘and most but not all creatures of Lawful alignment have a code, a8, do creatures motivated by honor ‘Against creatures governed by a code, you can use any skill appropriate to Recall Knowledge about that creature instead of Deception to Create a Diversion or Fein and instead of Intimidation ‘0 Coerce and Demoralize. Used this way, these actions have their normal traits and action requitements in addition to those of Loophole. Non Intelligent creatures have instincts that function as a code. Creatures that have been magically commanded, such as many FEAT 1 mindless undead, also have 2 code, the orders they have been given. In these cases Loophole does not have the Mental tral, even ifthe action performed normaly would have that ait MAGIC SIGNATURE Eraser ah awe mace wal ayo OE Perec isa ak Four coe acacia ad soe Cas Deere capt sent Oca bs omen ina FEAT 1 FEAT 1 Prerequisites trained in Survival ‘You can find a safe hing place and rest spot, with some form of cover and drinkable water nearby without Perception check. The Perception check to spot this campsite is your Survival DC. If the terrain is such that safe spots are rare, you must make @ Survival check against a DC set by the GM. A camp can be almost anything ‘an outdoor campsite, cave, hidden cove, safe house, abandoned ati, or sheltered mausoleum. You must be out of any enemies’ vicinity to make camp. You can also cause a flammable object, ike dry grass, tinder, or a torch to catch on fire in 10 minutes with makeshift material, without making a Suvval or Crafting check. Critical Success You find @ campsite you can use again. Ifyou later make camp in this area, you do not need to make a Suvival check to Make Camp, ‘Suocess You find a suitable campsite Failure You find a good campsite that is nat hidden, Critical Failure You believe you have found a good campsite, but it has some hidden flaw, such as polsonous water, frequented by hostile creatures, or other type of danger. MENTOR You have mentor or employer that sees you as 2 faithful agent, The Ientor is @ constant source of information, employment ‘opportunites, and advice. The exact deals of your mentor are upto ‘the GM and seoret from you Your mentors advice provides you with a +1 circumstance modifier on Decipher Writing and Recall Knowledge checks as long as they know your plans MISTAKEN IDENTITY. pena espe sata yu fo a con ean a Delonas nih ee col up oP ea FEAT 1 FEAT 1 lee do, asi NONLETHAL TRAINING Prerequisites trained in Simple or Martial weapons Yourave learned o control the strength put behind your stkes orto avoid striking against vital parts of your opponent. You no longer suffer -2 penalty to attack rolls to do nonlethal damage with weapons without the nonlethal trait NURSE Prerequisites trained in Diplomacy Seat Sup al ce dears il FEAT 1 FEAT 1 PACK MULE You are adept in carrying techniques, packing techniques, and Weight distribution, allowing you to catty more than you would normally be able to, Increase the amount of bulk you can carry without becoming encumbered to 7+ your Strength modifier and the ‘amount of total bulk you can carty to 15 + your Strength moeifr. If you employ a pouch, bag, chest or similar tem to hold other objects, you can spend 10 minutes adjusting the way the item sits on your body to reduce the effective weight of the abject and the items contained within itby 1 bulk PIN WEAPON Prerequisites trained in Acrobatics, rained in Athletics Requirements Your tage is within reach and no more than one size lager than you. ‘ou force an opponents weapon against someting sold To Hinder its use. Choose one weapon wielded by your target and attempt an Athletics check opposed by your targets Reflex DC. Citcal Success Your target is grabbed and takes a~1 circumstance penal to attack ols wth the chosen weapon for 1 round. Both the penalty and the grabbed condtion endif your target moves cut of you reach, Escapes trom your gab of Releases the item ‘Suooess Your target takes a-1 circumstance penalty to atack calls with the chosen weapon for 1 round. This penalty ends if the target moves out of our each or Releases the item. FEAT 1 FEAT 1 FEAT 1 0 You are rarely seen in socal circles without a companion on your arm, You ate well krown at ight spots and get IP teatment in ‘mos establishments. Your companions might be lovers, atts you patronize, of jst fiends. Your relationship with these people is ongenial and warm, but you nether expect nor give excise attention t anyon of them You can easily get into and nda date for social events. With an NPC companion present you gan a +7 circumstance bonus on Deception and Diplomacy checks, QUICK GRAB -> FEAT 1 peri use Quick Grab while Burrowing, Climbing, Flying, or Swimming Bare Maan in as ononan cesar aes JUICKER THAN THE EYE + Prerequisites trained in Acrobatics RAPPELING tog Sees Requirements You hold a rope and a belt, or other study attachment a ET ipa asap Wi nisoeis earch tee pO ROMANCE-PRONE You constantly get romantically entangled, but these romances farely last. When you make a Diplomacy check to Make an Impression on someone to whom the GM considers you to be @ potential romance, treat a success as actical success. SECRET IDENTITY Your personal if is your own, and people in general do not know who you are or what you can do, You might have a secret identity or simply stand back ané let your companions tak the limelight, Recall Knowledge checks and Diplomacy checks to Gather Information about you reveal your adventuring activities, but can only be connected to your private life on acitical success. Ifyou have another feat based on fame, such as Reputation, you: ‘must bein our adventuring persona to use that fat. FEAT 1 FEAT 1 FEAT 1 FEAT 1 SPECIALTY CRAFTING t FEAT 1 Prerequisites trained in Crating The following options are now available for the Specialty Crafting feat Suu Gunsmithing ee Firearms, Gunpowder and Ammunition, SPIN YARN FEAT! Frege rd a Docgton By early spain, you may aap Yur ance oop Tout creates fascinated with cuentas fs possible fo get alferSope of sets fe ech ay The ican ats Tass fiat teed lat pel ey (Ont faop ep. Mak Deception cer apa VD Fan he eet al aaa co cg ea ee Rae et neal seas erly Bessa eel Ges emer aa bat rod ear yar hare ar ati aroaasa PH cr ecineese o10 Meise esW eis 10K oa dey Ciel Sess Tage scat Ea Ra St ariel you ae aged iy tte STREETWISE Prerequisites trained in Thievery You know the shady sie of society. When interacting withthe seedy side of society, you can Gather Information, Make an Impression, and Request using Thievery instezd of Diplomacy. Used this way, ‘these actions have their normal traits and action requirements in addition to those of Streetwise. SUNDER -> Prerequisites trained in Athletics Requirements You target is within reach and no more then one size larger than you. You can attack and destioy weapons, armor, and other objects held and worn by your foes. Choose one tem that your target is wielding, eating of carrying and attempt an Athletics check opposed by your target's Reflex DC. You take a -2 penalty to this check f targeting a worn item, including nonmagical equipment. You take a -4 penalty to ‘this check if targetting @ wom item on the back such as a backpack ora quiver. You can also use Sunder to damage the natural weapon of your enemy (Such a8 horns, claws, bites, tals and others). You take -2 penalty to attack rolls against natural weapons, The hardness ofthe natural weapon is equal to the creature's level. Ifthe creature is made of metal, adamantine or crystal the GM can use that material hardness instead of the creature's level. The natural weapon is, broken and can be used with 2-2 status penalty to attack ols when it takes damage equal to three times the creature's level, and is, FEAT 1 FEAT 1 destroyed and cannot be used when it takes damage equal to si times the creature's level, Treat creatures with level 0 and lower as, level Critical Success Stike the chosen item with one weapon you're wielding. f you ht, your Strke ignores a numberof points ofthe target’ hardness equal o your Strength moder. ‘Suocess Strike the chosen item with one weapon you're wielding Critical Failure You lose your balance, becoming flatfooted until the start of your next turn, ‘Special if you have Titan Wrestler, you can Sunder creatures up to two sizes larger than you, or up to three sizes larger than you if you'e legendaty in Atletis, THROW GRAPPLE Prerequisites trained in Thievery You can use your Thievery Bonus in place ofan atack rll when tvowing a grappling hook. The task loses the Attacl at but gains the Manipulate trait FEAT 1 TORCHBEARER You can wield @ torch or similar butning object as a club that does. 166 bludgeoning damage and 1 additional point of fire damage. The torch does not count as an improvised or shoddy item when used lke this, FEAT 1 VICTIM Prerequisites trained in Diplomacy There is something about you that makes you a target, but also worth protecting, When someone is singled out, abducted, or otherwise fall victim to a subplot, it tends tobe you. Taking tis trait ‘means you'l accept that the GM hand-waves situations where you come into peril and have tobe saved When you are surrendering, helpless, dying, or otherwise at a significant cisadvantage, you can make @ Diplomacy check against the Will DC of any creature within 30 ft. This is not an action; you can even do this while unconscious, but you can only make one. attempt per round, You cannot use this ability against a player characte, Citicl Sucoess As a success, and the creature has now a Friendly attitude towards you ‘Success The creature tres to keep you alive and safe as a captive, acting as soon as they can without risking attacks of opportunity and expending readily available resources, such as healing potions, 10 do so, Failure As success, but the creature won't act immediately or expend, Citical Failure No effect, and others may know you are faking it. ‘When surrendering you become paralyzed for one oun. FEAT 1 rye ALIGN CHAKRA FEAT 2 Prerequisites expertin Medicine, trained in Occultism You spend 10 minutes using medical and occult lore to boost @ creature's innate magical power (targeting yourself if you so choose). The target is ten temporarily immune to Align Chakra actions for 24 hours, but this interval overlaps with the time you spent allgning (so a patient can have its chakras aligned once 24 hours, not once per 24 hours and 10 minutes. The Medicine check DC is usually 20, though the GM might adjust it based on the circumstances, such as treating a patient in the middle of an earthquake. If you're @ master in Medicine, you can instead attempt a DC 30 check to increase the number of temporary Focus Points gained by 1; if you'e legendary in Medicine, you can instead attempt a DC 40 check to increase the number of temporary Focus Points gained by 2. The effect of aerial fallure remains the same. The result of your Medicine check determines how many temporary Focus Points the target regains. Temporary Focus Points last until theyre used or until the target Refocuses or rests, at which point any unspent temporary Focus Points are lost. Citical Success The target gains 2 temporary Focus Points. ‘Success The target gains 1 temporary Focus Point. (tical Fellure The targets total Focus Points is reduced by 1 for 24 hours CAUTIOUS PROWLER > FEAT 2 Tigger You become observed afte using a Seek or Interact action during your tum. You carefully mask your movements, stopping yourself short of attracting unwanted attention. Resolve the triggering Seek or Interact action as a failure, then attempt a Stealth check opposed by ‘each creature's Perception DC. Cttical Success You are undetected by the creature ‘Suovess You are hidden from the creature and you lose any remaining actions you had forthe tur. CLIMBER'S SAVE FEAT 2 Prerequisites expertin Athletics ‘When you Grab an Edge, you can attempt an Allies check instead of a Reflex save to catch yourself CONFOUNDING TUMBLER FEAT 2 sites expert in Acrobatics ‘When you tumble past an enemy you can leave them wuherable to attacks. Tumble Through gains the following success and critical success effects, Citical Success You move through the enemy's space. The enemy is automaticaly fat-footed against your attacks until the end of your turn, Success You move through the enemy's space, The enemy is automatically fatfooted against the next attack you make! before the end of you tu. CONSEAL TRAP Prerequisites expert in Stealth You conceal a snare or a hazard, making W dificult to detect. Attempt a Stealth check against the Crafting DC of a snare that you'e observing or the disable DG of a hazard you're observing. At the GM decision, some hazards might be impossible to conceal, such as a tornado ora tsunami wave Cttical Success if you'e concealing a snare is Stealth DC is equal 104+ is Crafting DC or 4 + your Stealth DC, whichever is high. If you're concealing a hazard, the DC is equal to 4 + its Stealth DC or 4 + your Stealth DO, whichever is higher. This lasts until the snare or hazard is triggered or until someone else tries to conceal it. Success If you're concealing @ snare, its Stealth DC is equal to it's Crafting BC or your Stealth DC, whichever is higher. If you're concealing a hazard, i's Stealth DC is equal tits Stealth DC oF yur Stealth DC, whichever i higher. Ths lasts until the sare ot hazard is triggered or until someone ese tres to conceal (tical Failure If you're concealing a snare, its Stealth DC is equa to its Crafting DC - 4 or your Stealth DC 4, whichever is worse. If you're concealing 2 hazard t's Stealth DC is equal to its Stealth Dc - 4 or your Stealth DC - 4, whichever is worse. This lasts Lunt the snare or hazard is triggered or ese tries to conceal it FEAT 2 DESTRUCTIVE SMASH :>> nn Eg Prerequisites expertin Athletics Requients You are wielding an improvised weapon or have 2 creature grabbed You can smash things together to break them Both at once, even i ane of those things is another creature’ face. You Strike using an Improvised weapon, If you'e grabbing a creature, the creature can use its reaction to attempt an Escape from your grab. It falls, you use that creature as your improvised weapon, éealing damage to anater target equal to your narmed strike damage. & grabbed creature used as an improvised weapon usualy deals bludgeoning damage, but the GM might allow you to del other kinds of damage based on the creature's body. For example, a spiny creature might dea piercing damage oa fire elemental might deal hal bludgeoning damage, hall fre damage. If your Stike is a success or acral success, the improvised weapon you wielding takes half as much damage a it deals to the target of your Stike, aplying any hardness or resistances it has normally FEAT 2 DISCERN ARCANE CREATURES < FEAT 2 Sa Prerequisites expert in Arcana Youve spent so much time researching arcane creatures that lore regarding them quickly surfaces to your mind, You Recall Information about one creature withthe beast, construct, or dragon ‘ral that’ hidden from you or that youte observing FEAT 2 Prerequisites expert in Acrobatics Walle prone as long as you Raven! been proned by an enemy attack, you gain the benefits of standard cover against ranged attacks, granting you a +2 circumstance bonus to AC. EXPERTISE FEAT 2 Prerequisites experi the Your expertise in a specific area or topic alows you to quickly discern dubious information. Choose one tat that's associated with a skil that youre an expert in, as shown an the fllowing table Whenever you encounter inconect infomation pertaining t0 a ereatue, objec, or place associated with your vai the GM temps a secret check with the appropiate sil. The DC fortis check is equalto the simple DC associated wth te proficiency rank to recall that it of knowledge (D6 10 for unirened, DC 15 for rained, OC 20 for expert 06 30 for master, ané DC 40 fr legendary) Citical Success You discer thatthe information is incrrct. f your ret action isto Recall Knowledge abou that topic, you gain a + eeumstance bonus to your check ‘Suocess The knowiedge seems fishy to you, but you arent certain. Failure You don discer anything ansual about the information. Special You can select this feat tiple times. Each ime, choose a diferent wait and gain he benefits for that rat, En ‘Arcana Arcane, Beast, Construct, Dragon Alchemy, any armor trait, any equipment trait, any Grafting weapon trait Lore Any trait relevant to the Lore, as determined by the cM Medicine Disease, Poison ‘Animal, Beast, Elemental, Fey, Fungus, Giant, Humanoid, Ooze, Plant, Primaln Aberration, Astral, Celestial, Elemental, Ethereal, Fiend, Monitor, Qcult, Spirit, Undead Religion Divine, Spirit, Undead Society Giant, Humanoid, any ancestry trait Thievery Trap Nature Occultism FALSE DEATH on Prerequisites expert in Medicine Requirements You have a healer’ tools. You spend 10 minutes administering a cocktail of medicinals to a creature to place it into a medicalyinduced coma. Ifthe target is, unwilling, attempt @ Medicine check against the target's Fortitude 1G; otherwise your check isan automatic ortical success. ‘Success The target falls unconscious for up to 1 day x your Medicine bonus (your cholce). Creatures inspecting the target believe them to be dead unless they succeed at a Medicine ‘check against your Medicine DC. This coma fools even fools FEAT 2 ‘most divination effects attempted by those without proper medical traning, Alternatively, ifthe target is already affected by False Death you can end the target's coma prematurely with this spell Critical Fallure Something goes horibly wrong and the target begins to suffocate. Your access to air cannot be restored except by ending the coma. FANS. You have a group of followers who look up to you, but who do not, work fr you. On social occasions, they will turn up and fawn over You, This can be helpful but also annoying Fans are low-level NPC as determined by the DM. They will not accompany you on adventures. The GM might introduce a powerful person or even a monster as a fan, in which case they ae likely to be pushy and demancing ‘Wien your fans are around, you gain #1 circumstance bonus ‘on Diplomacy and Intimidation checks, but -1 circumstance penalty te Diplomacy. With GM's approval, skilled fan use the Aid action to faulomatically give you a +1 citcumstance bonus on specific downtime tasks. FORENSIC ANALYST Prerequisites expert in Medicine Your silt forensic analysis als you to gain specie pieces of information about a dead creature. When you use this ably, you attempt a Medicine check to Recall Knowledge. When doing so, your Recall Knowledge gains the following success and erica success effects in addition to Recall Knowledges standard etfects Cia Suecess You deny evry rat the creature has (except its alignment tra), which grants you a +2 circumstance bonus to identity what kind of creature the target using Recall Koowiedge. You also identity the creature's gender, profession or roe and cause of death, es well as approximately how long ago the target ded ‘Success You identify every Walt thatthe creature has (except its allgnment wait), which grants you a +2 etcumstance bonus to identity what kind of creature the target is using Recall Kaowiedge. You also identity the creatures cause of death. FEAT 2 FEAT 2 HOSTILE ACUPUNCTURE > uisites expert in Medicine, Acupuncture You can use your knowledge of Ki meridians and chakra points to hinder foes. Attempt a Medicine check against the targe’s Fortitude ve, Critical Success Your next successful Strike against the target before the start of your next tum using an agile or finesse weapon causes them to become sickened 2 in addition to the attack’ usual effects. ‘Success Your next successful Strike against the target before the start of your next turn sing an agile or finesse weapon causes them to become sickened 1 in addition to the attack’s usual effects. FEAT 2 NEMESIS. FEAT 2 Your fate and purpose is linked toa particular enemy. You and this enemy are bound to run across each other again and again, often in ‘one-on-one encounters. n alton, your nemesis advances in power as you do, and has an amazing ability to survive and retun to fight ‘anther day. You gain Reputation (Common Enemy) as a bonus feat. ORDER OF HONOR You are a member ofan order known to uphold a code of honor. You right be a knight, shert it, member ofa reputable magical order, or otherwise sworn to a wellknown and civilized cause, This makes you trusted and respected, Your word i held in high regard, You can expect free but modest room and board almost anyahere, People tur to You with thelr troubles and expect you to help. To gain any benefit, you must publicly show your allegiance-usualy with distinctive dress or an emblem and lve up to your code When you use Intimidate to Coerce in your official capacity, targets do not become unfriendly. You gain Reputation (deal) as @ bonus feat FEAT 2 PHARMACEUTICAL APOTHECARY *> FEAT2 Prerequisites expert in Medicine Requirements You have healers tools and the formula for the antidate you wish to craft You can harvest samples fom a poisonous creature to quickly create an antidote. You touch a wiling creature or @ creature that's been dead for no more than 10 minutes, You Craft an antidote of any item level of your choice, The antidote has the infused trait and is potent for 24 hours ot until your next dally preparations, whichever comes first, Additionally, the antidotes item bonus only applies against the touched creature's poison, ROMANCE You have a complex and troubled relation with an NPC. This is not just any relationship, but one involving someone you cannot easily get fogether with; your sovereign or the scion of an arch enemy, perhaps even your nemesis. There are usually other complications as well such as heritage, culture, or loyalty. Your romance might be trouble prone and need help. Having a quiet, harmonious relationship does not require this feat; this is fora stormy romance that takes up some actual screen time. You gain Reputation Romance) asa bonus fat. QUICK CONCEAL > FEAT2 Pecnals oper sea Be aeVE RE Eins sual se (om x wmacinc ee FEAT 2 You attempt to auicly stash a small object away before someone realizes you ieracted with it or used it in some fashion, You Conceal an Object, targeting the triggering objec. If you're being observed by any creature, the GM rolls your Stealth check and ‘compares it to this passive observers Perception DC. Once the GM rolls your check for @ concealed objec, that same result is used no matter how many passive observers are watching you or how many passive observers you attempt to sneak the object passed. A creature that you successfully Conceal an Object from in this ‘manner might stil suspect you of foul play, but is unable to prove it [At the GM's decision, ifyou conceal the tem ina place where its supposed to be (such as placing a dagger back into its sheath), no further Stealth checks may be required beyond the intial one to conceal the item in the fist place. Furthermore, you take a ~1 circumstance penalty each time you use Quick Conceal within 1 hour, upto maximum penalty of ~4 QUICK EDGE GRAB FEAT 2 Prrenute pet Ate raat soa ae ta va ate a SKILLFUL CONTOCTION FEAT 2 Prerequisites expert in Acrobatics When an opponent tries to Grapple you, they attempt thelr AiMetios check against your Acrobatics DC instead of your Fortitude DC. If you're a master in Acrobatics, when an opponent eiticaly fail to Grapple you can Step 5 feet instead of grabbing your opponent or forcing them to fall and land prone. Ifyou legendary in Acrobatics, when an opponent critically falls to Grapple you choose any 2of the following: you Stride 5 feet; you grab your opponent as if you had succeeded at using the Grapple action against them; you force your ‘opponent to fall and land prone FEAT 2 Prerequisites expert in Stealth Requirements You are concealed or are behind cover or greater You launch a ranged attack at an opponent quickly before darting cut of sight. trike wth a ranged weapon you're wielding, then Hide. You can also Interact once to either draw a thrown weapon or reload ranged weapon, I you have the Legendary Sneak feat, you can use this ability even ‘when you arert concealed or behind cover or greater cover TRUEIDENTITY FEAT. 2 ES You have a secret but significant identity, and this identity is destined to become known and/or play a part in upcoming events You might be the long ost child of the old king, the destined savior of all izardfolk, or a éragon bound to humanoid form and abilities by a curse. The GM has to approve your choice, and i's usually best to Pick your true identity in play, once you know what the campaign is, all about. Tere is no guarantee that you will be able to lve up to expectations. As soon as your identity becomes apparent you gain, Reputation (Identity) as @ bonus feat. UNMISTAKABLE LORE FEAT 2 Bee rire inves emer Lo, os ee eaten sesateg ey Rood Urey tom ice 2 ance al kaha erated rae ott you vo tic nure {and that is converted into a failure), that is not the same as actually pete ibe so ear sore chee aa rocom EES BAD COP ROUTINE FEAT 3 Prerequisites expert Critical Failure Your intimidation is empty and rude, worsening timidation BODYGUARD > FEAT 3 Tigger An adjacent ally is being attacked by a creature you can see; You shove your ally out of the way of an incoming atlack The ally gains a #2 circumstance bonus to its AC for the duration of the attack and you take @-1 penalty to your AC until the stat of your next turn, BRACHIATE FEAT 3 Prerequisites expertin Acrobatics and Athletics You gain an effective fy speed of 15 ft. as long as there are branches vines, pes, curtains or other easly accessible handholds that can support your weight and you have both hands free. This is usually the case in a forest canopy, but occurs in other places as well, such as construction sites, ships rigging, theatres, and quaint urban neighborhoods, If you begin your move in a suitable locaton, you can fy as above f you end a ly move in non-suitabe location, you al, Your effective fy speed increases to 20 ft. if you're a master in both Acrobatics and Athletics and to 30 ft if you're legendary in both, Speed penalties for armor and encumbrance apply, and if his reduces your brachiating speed below 5 ft, you cannot branchiate Prerequisites expertin Diplomacy Select anally within 30 R. and make an Diplomacy check against the highest Will DC of any enemy within 100 ft. (DC 20 if no enemies are present). The target becomes immune to the Encouraging Words ability for one hou. Cttical Success As success, but the target also gains +7 circumstance bonus to saving thtows until the end of its next tum, The bonus increases to #2 if you are legendary in Diplomacy Success The target regains 148 Hit Points. If you are master in Diplomacy, you can restore 2d8 Hit Points and choose up to two| alles. f you ae legendary in Diplomacy you can restore 4d8 Hit Points and choose up to thre ales. (tical Fllue The target becomes frightened 1 as it sees the futility in your encouragement. ENHANCED ACUMEN FEAT 3. Prerequisites Canny Acumen Your expertise in preparation allows you To succeed where most Would fall Choose Fortitude saves, Reflex saves, Will saves, or Perception; you must have also selected this save or skill when you took the Canny Acumen general feat. Whenever you make the selected kind of check, asa reaction, you can rol the check twice, teach t a~4 penalty ether check isa success, you treat the check as a success; if both checks are a success, treat the check as @ critical success; andif both checks ae a fallure treat the result as critial failure. ENHANCED ADOPTED ANCESTRY FEAT3 Prerequisites Adopted Ancestry ae a Beis ancy Ar a Fu ot har lied eed scaptnca by at cur kg ct tye sia etsy oa ia a a Eaetclss aigua ets ieercear Toone ae as cc fat le npn fae lee See eee ieee oad Seater ieee areata ome ef eel See eet aise nel el oe crs ana eras esi alee Sao ra a ia fence an cs Tey ae intel oa oes Sag Te Seema ere a ioidiel a eta cenit Peele ron evil edly ENHANCED RIDE FEAT 3 Prerequisites Ride You can spur your mount fo move more easly. The frst tne you command your mount to Stide in a ound it can move an aditonal 10 feet. Adina, while in exploration mode, you can spur your mount to cover a greater amount of distance. For upto two hours pet day, while traveling oveland your mount can cover 150% as mmuch distance a5 it would normally be able to. Finally, while traveling overiand through grasslands, forests, swamps, and other areas where there is abundant fora (or fauna if your mount is carrvorous}, your mount gazes occasionally and does not reuie addtional food ENHANCED SPEED >> Prerequisites Fleet GOOD COP ROUTINE Peseta a eben et ree moo os wea amet tMteactdsta Yano det ne Critical Success As success, and gain a chance to immediately oo ee RP eararanaa Taya Fala we ncn cn yl xa Failure As critical failure, unless immediately followed by a Bad Cop Critical Failure The prisoner uses your attempt as a distraction to aoe INNUENDO. Prerequisites expert in Deception By using jargon, slang, and group Tanguage, you can convey a message only understood by certain listeners. This takes twice as long as it would speaking the normal way. It is obvious to all that you are speaking, but to those who do not understand your innuendo, you seem to just be having a nice chat, The GM makes a Deception check against Perception DC (tical Success You convey your message. ‘Suocess You convey your message to friends and allies and to strangers of a background similar to yours; gentry to gentry, commoner to commoner, outcast to outcast. Fallue You convey the message only to close friends and associates, such as other party members Citical Failure The message is misunderstood or understood by the ‘wrong party, tthe GMs discretion, FEAT 3 INTIMIDATING ENCOURAGEMENT +> FEATS Frerequsts experin Itimidation Select an ally within 30 and make an intmidate check against the highest Will DO of any enemy within 100. (00 20if no enemies are present) The target becomes immune to the intimidating Leadership ability fr one hour Critical Suooess As success, but the target also gains +1 ‘ircumstarce bonus to attack oll and damage unt the end of its next tur, The Bonus increases to +2 you ae legendary in Intimidation, ‘Suess The target regnins 148 Hit Points. Hf you are master in Intimidation, you can restore 248 Hit Points and choose upto two ales f you are legendary in Intimidation you can restore 448 HitPobnts and choose upto thee ales. Critical Fallure The target become unfriendly if not INTRUSION ALERT Eee eae Sa meat oy clove maior LACKEY. ‘You have a lackey who will serve you as long as it involves litle personal isk for them. The lackey wil travel with you, take care of ‘your mount or cariage, arrange for food and lodging, set up camp, stand guard, and perform other domestic duties. A lackey avoids combat and ony fights if sorely pressed, Sometimes, a lackey might provide more dangerous services, such as opening a locked chest you bring back to camp, scouting or acting as bat. The lackey is an NPC of half your level, of a class and race agreed upon with the GM. LORE PROFESSIONAL 7 Fup eer aes en om oad eo lle ni fl carious Tas nection teoenel ee peereliee eed st olla mieten ce ood rnber aed of 10-whichrers higher tees of yur de vl FEAT 3 FEAT 3 LUCKY BREAK > Sometimes things just break your way. Each day you have 1 point of, luck, which you can use as @ reaction to add 146 to any check you ‘make ifthe result of the check is ether a critical fallre ora allure, possibly improving the result of the roll. Once you use your luck Poin, it cannot be used again until one of your checks results in a critical failure ad is na affected by your Lucky Break. FEAT 3 ORDAINED PRIEST Prerequisites expertin Religion You are an ordained and recognized member ofthe offclal clergy of an Important religious order. You are expected to officiate at ceremonies and perform religious functions; this makes you a ttusted ineividual and makes sute you ate aware of te local gossip. People will naturally tun to you for spiritual guidance and help with supernatural problems. Not all divine casters need this feat and not all Ordained Priests are divine casters. Not all divine casters need this fest and not all Ordained Priests are divine casters. You galn Reputation (Religion) as a bonus feat. When using Deception, Diplomacy, o Intimidation against lay members of your faith and rll a result of 9 or less on the die treat the result as if you rolled 10. Ths includes all Diplomacy checks to Gather Information in an area where your faiths established PERFECT RECALL You have a near perfect memory for conversations. You can recall ‘any conversation you heard in the last 24 hours wordfor-word, You ‘must know the language or languages being spoken in the conversation to use this ability, and you have no special ability to recall sounds or accents you donot understand, When you reach 7th level you are capable of recaling the word for word conversations you heard FEAT 3 FEAT 3 POLYGLOT FEAT 3 Pome ating per Sey pe ee ar ane Intelligence bonus (minimum 2) chosen from common languages, proficiency rank you gain beyond expert (master, legendary), you learn an equal number of additional languages. Bap ea i oang Pena iaceate eciy sosr ol onmealinae Prasat ot Scraper nt pone QUICK RELOAD FEAT3 Prerequisites trained in a weapon group. Pick one ranged weapon group you are proficient with (Such as Bow, Dart or Firearm). You use one less action to reload with that weapon sp es rinu owen) Sc Yo cana et ule tes Each ine ou ke iiss pee aces ee oe SHODDY CRAFT FEAT 3. Prerequisites expertin Crating You can create shoddy versions (see “Shoddy tems” in Chapter 6 of the Pathfinder Second Edltion Core Rulebook) of mundane items. It takes you only 10 minutes to repair broken item into @ functioning shoddy item, or 1 hour to make a shodey item out of available material. Ifyou have 2 destroyed item of the relevant type to work with, the check gains a 42 circumstance bonus, while lack of any suitable materials at all imposes a -2 circumstance penalty. A ju: rigged item normally becomes useless after about 10 minutes of use, on a critical suocess the item is stil shodéy, but worit be Aestroyed by normal use. SEEK QUT FEAT 3 Prerequisites expert in Perception You are especially ood at plying your hunches and finding things you could not normally find. Choose a 10-footradius burst within sight and take the Seek basic action to find creatures or objects in the area. On a success, the creatures or objects in the area become observed as per Seek actions ertical success result. SPOT VALUABLE ->> FEAT 3 7 Prerequisites expert in Crafting You can use Appraise to find the most valuable object in a § f ‘square of loot. The GM makes rolls as above against all loot inthe square, but the only information you can obtains which of the items has the highest value according to your knowledge. Ifyou fail your check against a specific item you know is valuable, but cannot rank itin relation to other items SUPPORTING PERFORMANCE Prerequisites expert in Performance You set the mood for a scene, aiding an allys attempt at using abilities withthe Mental trait against one target within 30 ft. Make a Perform check against the target's Will DC. If you are an master in Performance, you can compare your Perform check result tothe Will Ds of four targets instead of one. It's possible to get a different degree of success for each target, The numberof targets increases, 10 10if you're legendary, (tical Suooess As success, and you affect nat only the target, but all creatures within 20. against whom ths oll would have been a citcal success. ‘Success You grant your aly a #2 circumstance bonus to interact with ‘the target. Ifyou‘ an master in Perform, the bonus is +3, and if youre legendary, it's +4 (tical Falure Your ally takes a -1 circumstance penalty to the triggering check, FEAT 3 TIE UP ->> FEAT 3. EpsaOe acta I (oS Soe ee aMRe ed pans sors cetwcartn ue wis eenvounce creature forthe rab to ast. (tical Success Your opponent is restrained unt he diicaty ofthe escape check is your Thievery DC +5 ‘Success Your opponent is grabbed unl they Escape. The dificlty ‘of the Escape check Is your Thievery DC. You gain 2 +4 ‘crcumstance modifier on futher attempts to Tie Up ths target ntl it escapes. Feilute You fail to bind your opponent. Ifyou or analy already had the opponent grabbed or restrained using a Grapple or Restrain action, those conitios on that creature end Fellute If you aleady had the opponent grabbed of restrained it bres fee. Your target can either grab you, af it succeeded at Using the Grapple action against you, or force you to fall and land prone ‘Special You normaly use rope to grab a creature. Using improvised bindings, such as clothes, gives a 2 circumstance penaly. You ‘ean use manacls to restrain 2 creature as above. Ifyou do, there is no penalty for not using rope, and the DC of escape attempt Is elther your Thievery defense or the DC of the manacles, and requires mukiple successes. See manacles in the gear chapter Normal Tying up a creature is normally done in exploration mode after they have surrendered or been rendered helpless. cape. The FEAT 3 Prerequisites expert in Acrobatics Requirements You ae aware ofa hazard You attempt an Acrobatics check and Stride upto your speed. you move past a hazard that has no minimum proficiency to disable It, the GM compares the result of your Acrobatics check to the raps Disable DC. This only affects hazards that trigger from a standard part of traveling (such as stepping on a floor plate or moving ‘through @ magical sensor while walking). If you're a master in ‘Acrobatics, this feat applies against hazards with 2 minimum proficiency rank of expert. f youre legendary in Acrobatics, ths feat, applies against hazards witha minimum proficiency rank of master TRUCE ->> SS Feleheaoeiea cea tens an pose te es at SAG bac kort eel aS eee Be ee rc oa san irons ono, Beet ecas ce sipssty ta toto oe be Beat tc wcssescaisoe tern FEAT 3 parties success(uly solve the problem together, you gain @ +4 ‘bonus on your next Make an Impression attempt against them, Critical Fallure The conflict intensifies; the target might even side with the outside threat Sora COMBAT READINESS FEAT 4 Prerequisites ability to use at least two of the following actions: Hunt Prey, Rage, or one action withthe Stance tat You gain the folowing free action Readiness ¢) Trigger You spend an action to perform one of the three actions listed as a prerequisite for this fea. Effect You may perform one of the others. EAGER DABBLER FEAT 4 Treat your character level as 2 higher forthe purpose of being able to select archetype feats. Special This feat is considered tobe a feat from al archetypes {or the purpose of being able to select dedication fats. EXPERT DILETTANTE For the purpose of feats that allow you to gain class feats from other classes (such as Advanced Concoction or Advanced Fury), you may se your full character level in place of half your character level for the purpose of determining what feats you can select. Special This feat is considered tobe a feat from all archetypes for the purpose of being abe to select dedication fats. FEAT 4 EXPLOIT ANATOMY ->> Prerequisites expert in the tralt's associated skil, Expertise (any ancesty trator creature trait) Your expertise ina specific area or topic allows you to explo certain creature's anatomy for your own benefit, Select one creature you can ‘ee and Recall Knowledge about them. If the chosen creature has an ancesty traitor creature trait that you've chosen with Expertise, damage you deal to that creature treats their hardness and Fesistances as if they were 2 lower for 1 minute. If youre a master in the skil associated with the tat, your damage teats the creature's hardness and resistances as If they were 4 lower f youve legendary inthe skill associated withthe tat, your damage treats the creature's hardness and resistances as if they were 6 lower FURIOUS MAGE Paeraplmes Din oan Bears pel any wee Sa a cis A ‘Mage's Fury ¢> Trigger You use a verbal component fora spell while you are not raging Effect You may use the Rage action. FEAT 4 FEAT 4 MARKED FOR DEATH GEE Prerequisites ability to use the Hunt Prey action, Sneak Attack Whenever you would damage a creature with Sneak Attack, you may" se Hunt Prey on the creatue as part of the same action made to attack il, Teat creatures designated by Hunt Prey are always considered flat-footed for the purpose of being abe tobe affected by your Sneak attack PERFECT BALANCE. FEAT 4 FEAT 4 Prerequisites master in Acrobatics, Steady Balance You perfectly maintain your balance in the face of overwhelming pressure or distractions, Whenever an opponent attempts to Shove oF Trip you, the DC is equal to your Acrobatics DC instead of your Fortitude DC. Whenever you rll a success using the Gran an Edge action, you get a citical success instead REACTIVE READINESS Prerequisites ability to use either the Attack of Opportunity action or ‘Champion's Reaction action, abilly to use the Hunt Prey action, the Rage action, or an action with the Stance trait Whenever you would tigger an Attack or Opportunity or a Champion's Reaction, you may perform the Rage Action, the Hunt Prey action, or an action withthe Stance trat as a reaction in place of your normal reaction. SOMATIC PHYSICALITY Girard Prerequisites ably to use the Casta Spel action You gain the following fee action Somatic Physicalty €> Tigger You use an action with the Stance trait Effect You are treated as having already applied a somatic component o one spell you cst this ound, SPELLSTRIKE Prerequisites ebilty to use the Cast @ Spell action, abiliy to use at least one action withthe Stance trait You may substitute a melee or ranged weapon attack fora melee or ranged spell attack whenever you would make a spell attack against ‘target's AC (using a melee weapon attack in place of a melee spell attack and a ranged weapon attack in place of ranged spell attack). if you do, the spell uses the range of your melee or ranged weapon in place ofits normal range. Ths is considered a weapon, attack forall purposes, save that it does not deal weepon damage. FEAT 4 FEAT 4 FEAT 4. SPELLBLENDING FEAT A [ae [coven [owen Prerequisites ability to cast spells using at least two casting tracitions ‘hee per round, you may have a material, somali, or verbal component function for two spells you cast this round rather than just one. The spells must be cast from different casting traditions ‘The combined level ofthe two spells cannot exceed the level of the highest‘evel spell you can cast (cantrips count as 1stlevel spells for this purpose). For example, a 12thlevel wizard with this eat and the Expert Cleric Spelicasting feat could apply the same somatic, component to 2 3rdlevel divine chillng darkness and a Ardlevel arcane fireball but could not share the component between two 3rd level divine chiling darkness spells, a 2rdevel arcane fireball and a 3rdevel arcane lightning bot, ora 3evelchiling darkness and a ‘tvlevel fireball. Bras CAT POUNCE > FEAT 5: Prerequisites master in Acrobatics, Cat Fall Trigger You fal and land on a creature; You're particular skilled at faling directly onto your enemies. You gain resistance against the triggering falling damage equal to half your level, The creature you landed on must attempt a Reflex save (Dc equals your Acrobatics DC of 15, whichever is greater) Cttical Success The creature takes bludgeoning damage equal to half your level. ‘Success The creature takes bludgeoning damage equal to one (quarter the total falling damage you took before applying your resistance, plus half your level Fallue The creature takes bludgeoning damage equal to half the total falling damage you took before applying your resistance, plus hal your level Ctical Failure The creature takes bludgeoning damage equal tothe total falling damage you took before applying your resistance, plus half your level ‘Special When determining the damage you deal to 2 creature you land on, do not apply the distance reduction from Cat Fall. For example, if you are trained in Acrobatics and fll 40 feet onto a creature, you would calculate you falling damage as if you had fallen 30 feet while your foe would calculate their damage for being landed on forthe full 0 feet that you actualy fl FOLLOWERS Prerequisites tained in Diplomacy You have a group of followers who work for you. They al seve you inthe same capacity. They could serve you as a garrison, police force, ships crew, caravan drivers, gud thieves, or crafters, just to name a few. They report to you, and you can give them orders slighty outside the scope of their normal activity, but they will not take excessive risks. You have a number of followers equal to your (Charisma score, andi they take losses they return to this number as soon as plausible. All your followers are identical NPCs of one-third your level. They have a class and race agreed upon with the GM. If iven leave they can support themselves, but you must provide for them when they are acting on your orders. In theit area of expertise your followers can Aid you very effective, automatically giving you a +2 clroumstance bonus on skill checks associated withthe aforementioned area of expertise Special You can take this feat several simes, each time getting a separate group of followers FEAT 5 FEAT 5 Tigger You used the body guard action on anally and the attack rol still succeeds; Prerequisites Bodyguard You get in the way of the Incoming attack to protect your ales. You take the damage of the incomming attack instead of your ally INTEGRITY Prerequisites trained in Diplomacy, Reputation, Good and/or Lawful alignment You are known fo have a great deal of integrity. People find you tobe 2 fair arbiter, an impartial witness, and a trustworthy leader. Even if you never strive for positions of responsibility, people tend to put ‘their trust in you and tum to you when they need someone to assume responsibilty When using Diplomacy and roll a result of 9 or less on the die treat the result as if you rolled 10. If you are caught in a lie, you cannot benefit from this feat for one week. FEATS. REPUTATION People know of you and your deeds. Reputation has a focus in parenthesis that is respected by those who share your socal status, ideals, or 2 common enemy. If you use Diplomacy to Make an Impression or Intimidation to Coeree and do not crtically ‘ai peoples response is affected by your reputation. If these people have an indifeent attitude to you end their interest coincide with what you'te reputed to do, their atitude improves from indifferent to friendly, This effect happens before the normal effect ofthe ski check, You must reveal your identity to use Reputation, Example If you are known to have a Nemesis who isa bandit plaguing the area ofa farmer who woul otherwise be iniferent o yau, they become fienly instead since your Reputation isto oppose Common Eneny. FEATS: ors ACUPUNCTURE MASTER FEAT7. Gas Prerequisites master in Medicine Acupuncture Youre exceptionally skiled at performing acupuncture. When you successful se Acupuncture, the target guns an aditional 50% of the total healing ftom the Treat Wounds action in addton to Acupuncture effects Creatures you use Acupuncture on are only Immune to it for 1 day, andi you erally fall your Medicine check to use Acupuncture, any conditions your target gains last for 346 houts instead of 246 days AMBUSH MASTER Prerequisites master in Stealth Swit Sneak You know ow to take full advantage of an unwary enemy, relentlessly attacking them untl theyre neutralized. Whenever you Strike a target that you're undetected or unnoticed against, your first Strike benefits from +2 circumstance bonus to the attack tll and ‘that creature is a-footed against all Strikes you make against them Unt the end of your tun even if your fist Strike missed, BREAK FREE +> FEAT 7 Prerequisites master in Athletics Youre able to break free from most restraints with your superior strength, Attempt an Athletics check to Escape. If you'e legendary In Athletics, you attempt a single Athletics check and apply it against the DC of all effects grabbing, immobilizing, or restraining you. Additionally, your Escape action gains the following critical success and success effects. Citcal Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target ‘Afterwards, you Strike the source of the condition you Escaped; Use the Athletics OC you escaped from as the source's AC for this Strike, I you successfully Strike the creature, hazard, spell effect, object, or other impediment that grabbed, immobilized, or restrained you, you cannot be grabbed, immobilized, of restrained by that impediment for 1 round. ‘Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. ‘Afterwards, you Strike the source ofthe condition you Escaped; use the Athletics OC you escaped from as the source's AC for this Strike, You get flee and remove the grabbed, immobilized, and restrained conditions Imposed by your chosen target. You Stik the object or hazard imposing the condition or conditions upon you BRUTAL CONDITIONING eI Prerequisites Strength score of 16 or higher. Requirerrents You are not Sickened,Fatigued or Doomed Your incredible strength has pushed your metabolism to boost both your endurance and your immune system. You must eat twice the F amount of food of others to sustain yourself. When determining your FEAT 7. FEAT 7. Fortitude Save and Fortitude DC, you may use your Strength rather than your Constitution modifie, Penalties from Constitution stil, apply to your Fortitude Save and Fortitude DC. DISAPPEAR >> BSI yas a i Ga Sa eet pa of sau or wesc DRAGON HUNTER FEAT 7 FEAT 7. Your experience with dragons allows you to overcome some of heir more dangerous abies. Anytime you gain the frightened condition from an nonspell effect used by a dragon, such as its frightful presence, reduce the frightened conditions value by 1. In addition, you gain a +1 circumstance bonus to saving throws against 2 agon's breath weapon, If you're legendary in Arcana, reduce the frightened condition ranted by any non-spell effect used by a dragon by 2 and increase. the circumstance bonus you gain against a dragon's breath weapon bya DUCK AND COVER > FEAT 7. on Prerequisites master in Acrobatics; you are not prone ‘Thigger A creature targets you with a ranged attack and you can see the attacker You fall prone and gain the effect of the Take Cover action versus the triggering attack. ENHANCED BREATH CONTROL Prerequisites Breath Control Through intense meditation and breath Walning, you have leaned the secrets of breathing internally, allowing you to breathe through ‘the whole of your body rather than through the process of inhalation and exhalation. While breathing inthis way, you appear to be dead rather than ave, and provided you take no actions, you can appear as a corpse without need to make any form of Deception check. This. state even rendets you Iifeforce undetectable to magic and special senses which detect living creatures; while taking actions, characters might assume you to be undead, but convincing intelligent targets would require a Deception check, for which this, ability offers no bonus. FEAT 7. ENHANCED DIEHARD pee FEAT 7. ENHANCED FEATHER STEP Pretests Fes siep sara FEAT 7 ENHANCED IMPROVISATION Pare pecs Besar aaa tous oancloon peice Beet ciiciiscac am cs tua win pu SeRme GY eit nani ol acest on ae BeaeTaua ia ceecas mi mien ana eacact ENHANCED INITIATIVE Prerequisites Incredible Initiative Ferg Iilaceeton ie an ae wien Cooma Beas seat a cons trotrvone viet Inlate ls Adena, en you othe seme terest rm Uc HAGA oat etipers he chai ENHANCED PARAGON Prerequisites Ancestral Paragon I ae a SRA Sse ppc od sec tT yt acca. vou can en atic sak out cicNinte ated veal ale snes, meted ae gant ancy fot for wich yun Bese steal Bol coed youre FEAT 7. FEAT 7 FEAT 7 ENHANCED RECOVERY Prerequisites Fast Recovery FEAT 7. You cuickly shrug off wounds and afflictions. Whenever you regain hit points, you regain addtional hit points equal to 1/2 your level Tounded down. If you regain hit points from a spell or magical item, ‘the additional hit points you regain cannot exceed the level of the spell or item which restored your hit ports. If you would reduce the severity ofa condition by 1,you may attempt a DC 10 lat check as a reaction to reduce that concition by 2 instead; if you fal, the coneition isnot reduced. FIREARM EXPERTISE FEAT7. eager waned Sea (eile octane aa ae Rares Storer wana FUEL RITUAL FEAT 7. Prerequisites master in Arcana, ccultism, Nature, or Religion; ability tocast spells, Youive learned to use your spelicastng powers to fuel a rivals casting, Whenever you act as the primary italst fora ritual, you can expend a spell slot ofa level equal to or higher than the rtual's level in order to expedite the rituals casting, reducing the time it takes to cast the ritual by 1412 hours. This spell must belong to @ class whose spelleasting tradition is associated with a skill that you're @ master in (Arcana for arcane spells, Occultism for occult spells, Nature for primal spells, and Religion for divine spells), I you expend a spell slot ofa level equal to twice the rtua’s level or more, you Instead reduce the time it takes to cast the ritual by 1d12+6 hous. This cannot reduce the time required to cast the ritual by ‘more than halt When casting a ritual that takes multiple days to cast, you can expend spell slots in this manner once every day to lessen the rituals casting time, but you cannot regain any spell slots you expend in this manner during your dally preparations until after the ‘tual casting has been concluded or the ritual has been disrupted, You cannot use a canrip to fuel a ritual using this feat GOOD WITH MONEY FEAT 7. You are a shrewd bargainer and a master of finding good deals. Whenever you buy an item, reduce its price by @ number of gp equal to your level, to a minimum price of 1/2 the item's original price, Whenever you sell an item, add your level tothe gp received for the item, to 2 maximum amount equal to 1 1/2 times the item's value. Whenever you would receive dividends or interest from an investment, you add your level tothe gp received in this fashion, toa ‘maximum additional amount equal to 1% of the orignal investment. While this ebilty typically functions for each transaction you make, Its use may be unfeasible in certain situations, such as attempting to buy a low value item from a shopkeeper and then resel it inthe ‘same settlement for more than you purchased it for. Its use is also LEAPING START © FEAT 7 Prerequisites master in Athletics Tigger Your last action was a Leap or an action for which Leap is @ subordinate action (such as High Jump). Requirements You are adjacent to an include at the end of any ‘movernent allowed by your Leap. You cling onto nearby walls at the end of a jump. Attempt an AMhltics check to Climb the incline that you're adjacent to. Your Climb action gains the following critical success and success effects. (tical Success You climb up or across the Incline @ numberof feat equal to § feet plus maximum vertical distance of your Leap plus 5 feet per 20 feet of your land Speed, $3 You climb up of across the incline @ number of feat equal to half the maximum vertical distance of your Leap plu § feet per 20 feet of your land Speed (minimum § fet) MISLEADING SNIPE «>> Su FEAT 7. Prerequisites master in Stealth Snipe You Sirke with projectile weapons in such a way as fo mislead your foes where the attack came from. When you Hide as part of the Sipe action, Hide gains the following critical success effect if you are at least 15 feet away from the target of your ranged Strike Cftical Suacess Ifthe creature could see you, you're now considered undetected, POWER OF PRESENCE FEAT 7. Prerequisites Charisma score of 16 or higher. Requirements You have not Critically Flled a Inteligence, Wisdom or Chariema-based skill check today. [seu Pcorcenearon Pexroraron iuises master Bomecy You are a master of the Sense Motive action, You Weat a eiticl falluce on Sense Motive as a failure, and success as cttical sucess. You can use Diplomacy instead of Perception for Sense Motive checks, SEEK SYNERGY my uisites both expert in Perception and master in Stealth Your mastery of subterfuge allows you to quickly pinpoint potential, hiding places, making it easier for you to spot others attempting to hide from you, Whenever you use the Seek action, treat any success tolocate a creature that's hidden as a citical success, SELF DISCIPLINE <> FEAT 7. Prerequisites both expert in Perception and master in Stealth Pent esa ra oe cl net noeimie bora Cea avoras SILENT DISPATCH © Prerequisites master in Stealth ‘Trigger While you are undetected or unnoticed, you use an action ‘that kills @ ereatue of your size or smaller or causes them to gain the dying paralyzed restrained, or unconscious condition; FEAT 7. FEAT7 Your sheer presence and self-esteem deny effects that atiempt to weaken your determination. When determining your Wil Save and Will DC against effects with the Mental tat, you may use your CChatisma rather than your Wisdom mosife. Penalties from Wisdom still apply to your Wil Save and Will DC PREDICTIVE EVASION Prerequisites Intelligence score of 16 or higher. Requirements You have successfully used Recall Knowledge against, the target creature. Your keen mind can predict the body movement of the enemy and compensate for your ability o evade blows. When determining your Reflex Save and Reflex DC, you may use your Ineligence rather than your Dexterity modifier. If the Recall Knowledge check was a critical success, you may also use your Ineligence rather than Dexterity modifier when caleulating your AC against attacks from that target Your armor Dexterity Cap applies to the Intelligence modifier when used in that way. Penalties from Dexterity stl apply to your Reflex Save and Reflex DC. FEAT 7. READ MOTIVE FEAT 7. You attempt to silently dispatch your foe If your next action is to Sneak and you move into a square that's adjacent tothe triggering creature, you can attempt to drag that creature back with you to an area where you both are concealed or have cover or greater cover, You take a ~4 circumstance penalty to your Stealth check to Sneak while doing so and add the following effects to the result of your Stealth check Critical Success The triggering creature becomes unnoticed by the observing creature, ‘Suocess The tiggering creature becomes unobserved by the observing creature, STAIR MASTER Prerequisites master in Athletics You can effortlessly ascend most slopes, You gain the following benefits + You ignore any dificult terrain caused by inclines of 45 degrees or less, including most stais, + When Striding down an incline of 45 degrees or less, you gain a +10 circumstance bonus to your Speed. FEAT 7. SPELL CONNOISSEUR FEAT 7. Prerequisites master in Arcana, Occulism, Nature, or Religion; Recognize Spell, Whenever you successfully Recognize a Spell you also get one additonal piece of information from among the following, chosen by the GM based on its applicability. If you citcally succeed at Recognizing the Spell, you gan all ofthis information. ‘Any additional components applied to the spell ‘+ Any metamagic effect applied to the spell. ‘+ The alignment and class of the spell's caster. ‘+ The gist of what actions the spellcaster used next, if they wouldn't ordinarily be clear. For example, if you Recognize an invisibility Spell, you might know the general direction the spelleaster moved, but not the precise location they moved after becoming invisible. ‘© The language used to cast a linguistic spell ‘= The spells result (critical success, success, failure, or critical failure) for every creature and object affected by the spell, ‘+ The spell evel at which the spell was cast FEAT 7 Prerequisites master in Arcana, Arcane Senses Youre able to effortlessly detect magic auras. You gain spelisense ‘sa vague sense, which allows you to notice the presence of magic ‘ut to 30 feet. You receive no information beyond the presence or absence of magic, nd you can only detect illusion magic if you are actively using the Seek action to look for magic using your spellsense Your spelisense combined with detect magic allows you to notice the lingering auras of any spells that were once active within detect magics emanation. In addition to the spells usual effects, you detect any effects that ware present within the spells area within the past 24 houts. If you're legendary in arcana, you detect any effects that were present within the spells area within the past 30 days. In both cases, you gain a rough sense of how faint the effect is, which allows you to make a reasonable guess regarding how long ago such effects were created, You apply the heightened effects of detect magicto these lingering effects normally. Eras ADVANCED FOLLOWERS FEATS. eae aary a Ge fetetieeis[satveneate cnc vc is Pee ea ape svete ap peta et tnd of pe; ey vi tet le en cia nea oe ken sere rn, uch te who COUNCILOR FEATS Pecemasaik nppaney Rats e eek Git wc run ee GENIUS. FEATS. Eo GUILD MASTER FEAT 9. Eriol fnjeuen PW i.ty es eon fe puaTie Buy aenstorwgaliveniscou ate sone a GUILD MASTER FEATS EXPLORATION! You are the master ofa guid, an organization that exists to further the professional interests of is members. nthe case of very large and powerful guilds, you sre a ranking offal and regional leader. You can call on your subordinates for support, as well as Professional services and delegate work related to your ‘organization, In downtime you can provide yourself and others, ‘employment upto your own level in any job relevant tothe guild, The guild provides you with fine living at no cost. You have access to al ‘common formulas relevant to your guild upto your level, but must, still copy them normally into your own formula book HAUNTED FEAT 9 You are a magnet for spirits and potergest events. Odd but minor things happen near you: milk goes sour; animals walk on thelr hind legs: apparitions appear; and ghostly voices bemoan thelr fate. This, gives you a solid reputation as a spooky person whose interests are not tobe crossed. As a result, ordinary people dare nat oppose your Interest, though they might petition lords and heroes to help them if you become an acute threat. Even persons of import show you 2 measure of fear and respect. This makes you a part of your social class but as a feared outsider. You are the “wicked stepmother type. Who is expected to crash the patty but who no-one dares throw out once you anve You can use yout skl honus in Arcana, Nature, Occultsm, or Religion (your cholee) as if it was your skill bonus in Intimidation, Used this way, any success becomes a ettical success as long as your targets a character or creature witha level lower than yours. HIGH PRIEST FEAT 9. i Prerequisites master in Religion You are the leader ofa religous order, comparable to @ bishop in rank, You set the policy of the local church and learn a lot of Information about religious and magical events, You ean declare holidays and are expected to oficiate at important ceremonies. You can use your skill bonus in Religion as it was your skill bonus in Diplomacy, Deception, and Intimidation, but only against, members of your church. Used this way, any success becomes a critical success as long as your target isa character or creature with, aleve lower than yours. The church provides you with fine ving at no cost LORD FEATS. Prerequisites master in Society ‘You are a regional noble of considerable power, controling a town or several villages. Your title might be baron, high priest, or burgomaster. Benefits include a seat of power (castle, temple o° similar) and small army of trained guards. You gain the Advanced Followers feat but these followers maintain your holdings and cannot range far or take part in adventures. You are also a political figure of importance, and your voice is decisive on local matters. In downtime you can set up any downtime job of your choice up to your, own level for yourself and ales. You can use your skill bonus in Society as if it was your skill bonus in Diplomacy, Deception, and Intimidation, but ony against, your subordinates. Used this way, any success becomes a critical success as long as your target is a character or ereatue with a level lower than yours. Your seat of power provides you with ine ving at no cost MAGICAL WARDEN FEATS Prerequisites master in Arcana You are the guardian of a magical site. tls best o choose a magical place or monster lar that has already appeared in the campaign. ‘uch places act as monster magnets your presence influences what kinds of monsters appear, generally insuring they are amenable to your cause. These creatures follow the rules of the Advanced Followers feat, but they are not under your command and are sworn to protec tthe magica sie You can use the power of your site. When crafting alchemical or ‘magic items, as wel as researching ot copying formulas for spell, alchemical items, and magic items at your magical site, teat any success as a crtical success. If you are a spontaneous spellcaster, youcan retrain any one spel in one day at your ste NAVY, FEATS You have a single ship et your command. Each 2 levels thereafter you add an additional ship to your armada, up toa total of 6 ships at level 19, You also have sailors and marines equal to those granted by the Advanced Followers feat, but these people stay at their ships atall times, You do not own these ships; they can be a merchant ftila, {government naval force, or pirates. You can use them on adventures and the crews are loyal to you. Losses of crew are easily replaced, but you have to replace lst ships yourself Ifyou lose your navy, you ‘must retrain this feat. You can use your skill bonus in Intimidation as if twas your skill bonus in Diplomacy or Deception, but only against your subordinate sallo's, Used this way, any success becomes a citical success as long as you target isa character or creature with level lower than yours. PARAGON OF POWER SCE YYout magic is strong enough that the effect goes with you wherever you go. Decide on an effect related tothe powers you have. Typical examples include elements, @ school of magic, or seasons. Wherever you go the effect grows stronger, If you are related to inte, it is always cold where you are; if you ate telated to illusion, rmirages abound, and so on. The effects are minor and out of your contro, but establish you as 2 personage of power You gain a #2 circumstance bonus on Diplomacy and intimidate checks. FEATS PATRON OF THE ARTS FEATS athe UaceeeliMterys tute F jon ana, Bee eave hcs orton toon onecin ea seba i syond pacing ee at enc bere chic vce as long as your target is @ character or creature with a level lower than yours. ears ENHANCED TOUGHNESS FEAT 11 Prerequisites Toughness You have a deep reserve of sheer toughness that you can tap intoin desperate situations. You gain a toughness pool with @ number of points equal to 4 times your level + your Constitution modifi. Whenever you would be reduced to 0 hit points you may choose to call upon ths reserve of toughness. I you do, you gan the wounded 2 condition, or your wounded condition is increased by 2 (if you ‘lteady have the wounded condition), but you do not fall Unconscious or begin dying. Your new current and maximum hit, points become equal to your toughness pool. Your toughness poo! acts as regular hit points. I your toughness pool is reduced to 0, you fall unconscious and begin dying as normal. When the combat ends, if'you have remaining hit points granted by your toughness pool, your maximum toughness pool Is reduced to that amount until the next time you receive a ful ight’ rest. You then fall unconscious, bt do not begin dying, and return to using you ordinary hit points; you can then recover i the norm fashion, INVESTED HAULER FEAT 11 Prerequisites Toughness Your investment into a magic tem binds i to you, making it effortless to wear or carry. At the start of each day you can choose 4 single Item you have invested In, For the purposes of calculating your carying capacity and encumbrance you treat the chosen item as though it had a bulk of Linstead of its normal bu nears PIN THE BLADE > FEAT 12 Prerequisites master in Acrobatics Trigger An adjacent enemy misses you with a weapon attack (including unarmed attacks). You use acrobatic stunts to use an opponents Blunder to defang thelr attacks, leaping onte ther weapon to reduce ther effectiveness With it, Attempt an Acrobats check against the attacker’ Reflex DC. You can only pin one weapon at a time using this ability using it again causes any previous uses to immediatly end Cittical Success The opponent is clumsy 2 and immobilized, and takes @~2 penalty to attack ols withthe weapon. These effects last 1 round. If the triggering weapon can be dropped, an ‘opponent can end this effect early by dropping the weapon they missed with as a free action. If they do, you can catch the weapon as a reaction ‘Suocess The opponent is clumsy 1 and immobilized for 1 round. If the triggering weapon can be dropped, an opponent can end ‘these conditions by cropping the weapon they missed with as @ free ation Cttcal Filure The triggering attack hits you ears DRAGON SLAYER > Prerequisites legendary in Arcana, Expertise (dragon), Exploit Anatomy ‘Thigger You Explot a dragon's Anatomy and the result is @ success ora citical success, You plerce a dragon's defenses, allowing your spells and atacks to ravage them, Ifthe triggering sk check was a success, the dragon takes a -1 status penaly to AC and saves and loses any status bonuses it adds to its AC and saves (except those gained from spells) for 1 minute, If the tiggering skill check was a critical success this status penalty increases to -2. ENHANCED INVESTITUDE ->>> _ FEAT 15 FEAT 15 Prerequisites incredible investiture You have the abiliy to invest more of your Innate essence Into ‘magical items, granting them adeltional power, When you invest in a magic item, you may invest twice as much energy 2s normal effectively causing the item to count as 2 items forthe purposes of how many items you can have invested. If you do, you can use 3, actions to empower the item for 1 minute. Ifthe item offers one or ‘more numerical bonuses, you can increase the value of those bonuses by 1. Ifthe item has an ability that can be used a certain umber of times, t can be used once duting ths time without expending one of these uses. An item must have the invested trait to be used with tis feat. ENHANCED SEARCH :>>> Prerequisites legendary in Perception You can take your time to search areas with Incredible ‘thoroughness, ensuring that you find what you ate laoking for. You can spend twice as long Searching an area as you normally would in order to take 10 on Perception checks made to Seek. This means. ‘that while in exploration mode you move at half the normal speed while ensuring an atea is searched but take 10 on the check. While in an encounter, this allows you to spend 2 actions to use the Seek basic action, but allows you to take 10 on the check. You can also choose to spend 3 ations Seeking in order to take 20 on the check, bout undiscovered objects and creature inthe area merely become hidden rather than observed if you choose to spend 2 actions Seeking in ths fashion FIREARM MASTERY SS crneets Fa ereseae pe ere fovea od oo Peg dire ca you lon cts regs) bons 9 Barto al wt nosentme FEAT 15. FEAT 15, LEGENDARY LORE Prerequisites legendary in Lore, Lore Professional Your fame has spread throughout the land ("or Instance, you have Experienced Professional in warfare, you might be a legendary general). NPCS who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal if they work in one of te fields you are an Experienced Professional. ‘When you roll a success in a Lore check related to any Lore you are legendary with, you et crtcal success, When you Eam Income using the Lore skll applied to particular field you are an expert in, you are offered higherlevl jobs than your location would allow, as employers seek you ou. For instance, rulers might travel to your small town to have you advise them on strategic, matters. Typically, this increases the jobs available by 2 levels or ‘more, determined by the GM FEAT 15. SABOTAGE CONSTRUCT > Prerequisites legendary in Arcana, Expertise (construct), Exploit ‘Anatomy ‘Trigger You Exploit a construct’s Anatomy and the result is @ success ora critical success, You deduce some Key element of the targets constructs functioning, such as its command word or some component that’ integral to its operation. If the triggering skill check was a success, the construct is stunned 1 for 1 minute Ifthe triggering skill check was a cttical success, each round during your tun you can use an Interact action to attempt an Arcana check against the sabotaged constructs Fortitude DC. if you succeed, you can force the sabotaged construct to immediately take 1 action of your choice as if it were controlled by you. Ths Interact action has the flourish trait and can only be used while the construct is stunned by Sabotage. Construct. FEAT 15 SPIRIT AWAY > Prerequisites legendary in Stealth, Silent Dispatch Requirerrents The target must be a creature of your siz or smaller. ‘You Grapple the target. If you were hidden from or undetected or unnoticed by the target, reat any success as a ortcal success. If you trigger Silent Dispatch as a result of restraining the target, moving via the Sneak action doesnt end the restrained condition ‘and until your nest tur, the target can't speak or make any noise louder than a muffled whisper while they're restrained. FEAT 15 STEP IN > FEAT 15, legendary in Acrobatics Trigger An opponent your size or larger uses an action with the attack, manipulate, or move tat; You dar in clase to your opponent, entering their space and making concentration dificuk. Attempt an Acrobatics check against the targets Reflex DC. Citical Success The opponent gains the flat-footed and immobilized concitions and cant use actions with the concentrate trait, These effects end if you use an action wth the move traitor if your opponent uses an action to forcibly move you (such as if they Shove you). ‘Suocess The opponent gains the immobilized condition, Is fat- footed against your attacks, and cant use actions with the concentrate trait. These effects endif you use an action with the ‘move traitor if your opponent uses an action to forcibly move you (such as if they Shove you) Cittcal Fllure You are flafooted against the opponent’ attacks Unt the start of your next tur WALL WALK +> FEAT 15. Prerequisites legendary in Athletics, Quick Climb ora climb Speed Trigger An opponent your size or larger uses an action with the attack, manipulate, or move tat; ‘limbing up inclines is as effortless for you as striding across the ground. You gain @ wall walking speed equal to the lower between your Speed and your climb Speed. When you use the Wall Walk action, you move across the ground or up or down inclines and vertical surfaces up to your wall walk Speed. You must have both hands free 1o move up, across, or down an incline unless you can Climb without one or bath of your hands. ‘Special When using an action that lists Climb or Stride as 2 subordinate action, you can Wall Walk instead New Alchemist Feats Research Fields Gunsmith You specialize in the alchemy of gunpowder. You start with the formulas for standard metal and rubber bullets, two 1st= level projectiles or propellants, and the formula for a firearm. in your formula book, in addition to your other formulae. You can assemble a complete ammunition load (propellant + projectile) as a single alchemical item for the purposes of actions required for your alchemist class features, Standard ‘metal and rubber bullets do not require expenditures of infused reagents. When using quick alchemy you may only fadd a single projectile or propellant that is better than a standard bullet or crude gunpowder. ‘Your proficiency in firearms is equal to your proficiency in bombs, and you may start with a firearm that you crafted; ‘pay half price for the firearm if you have its formula, FIELD DISCOVERY (5TH LEVEL) When using advanced alchemy to make firearm ammunition, during your daily preparations, you can use a batch of reagents to create any three cartridges instead of just two of the same cartridge, PERPETUAL INFUSIONS (7TH LEVEL) Choose two level 1 propellants or projectiles. If you have access to an uncommon or rare (with GM's approval) firearm ammunition formula, you can choose that formula. PERPETUAL POTENCY (11TH LEVEL) Choose two level 3-5 propellants or projectiles to use with your perpetual infusions. If you have access to a rare (with, GM's approval) firearm projectile or propellant formula, you can choose that formula, GREATER FIELD DISCOVERY (13TH LEVEL) ‘You decrease the critical threshold of firearms you load by 1 (no lower than a critical threshold of 5). Innovotor ‘You focus your alchemical research into solutions to all of life's many problems. You start with the formulas for two 1st- level tools in your formula book, in addition to your other formulas. {As long as your alchemical tools are easily accessible (such as in a belt pouch), once per round you can use the same Interact action to draw the alchemical tool and use it. This, does not alter the number of hands required to use the alchemical tool or allow you to quickly use alchemical tools, rth an activation longer than 1 Interact action. or FIELD DISCOVERY (5TH LEVEL) When using advanced alchemy to make alchemical tools during your daily preparations, you can create three alchemical tools with each batch of reagents instead of just wo. PERPETUAL INFUSIONS (7TH LEVEL) Choose two of the following formulas: lesser alchemical repair paste, lesser alchemical torch, lesser armor lubricant, lesser liquid rope, lesser rigidity reinforcer, lesser smokestick, lesser sunrod, PERPETUAL POTENCY (11TH LEVEL) ‘The moderate version of alchemical tools you chose for perpetual infusions, GREATER FIELD DISCOVERY (13TH LEVEL) You do not provoke an Attack of Opportunity reaction for Interacting with alchemical tools. The action retains the manipulate trait. PERPETUAL PERFDECTION (17TH LEVEL) ‘The greater version of the alchemical tools you chose for perpetual infusions Alchemist Feats CALCULATED TRAJECTORY. FEAT 1 Fama sepa es GUNPOWDER SAVANT FEAT 1 Prerequisites trained in at east one firearm Your gunpowder explodes reliably and quickly. This has @ number of beneficial effects, Decrease any misfie chance fr firearms you load by 1 (minimum 0). Ifa firearm you load has a critical threshold greater than 10, decrease it by 1. Final, reduce the inaccurate trait, for firearms you wield by 1

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