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Extreme Effort: ST ST
Extreme Effort: ST ST
Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.
Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.
Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.
Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.
Uncanny Dodge
Prerequisite: Evasion
Effect: The character retains their Dexterity bonus to their Defense regardless of being caught
flat-footed or attacked by a hidden foe, though they still lose their Dexterity bonus when
incapacitated or immobilized.
Preternatural Defenses
Prerequisites: Evasion, Uncanny Dodge
Base Classes
Defensive Roll
Prerequisite: Combat Finesse
Effect: Whenever the character would be dealt damage, the character may spend 1 action point
to make a Dexterity check. Reduce the damage of the roll by the Dexterity check’s result.
Opportunist
Prerequisites: Combat Finesse, Defensive Roll
Effect: Whenever an opponent within reach is struck by a melee attack by another character, the
character may spend 1 action point to make an attack of opportunity against that opponent. The
character may only use this ability once per round.
Improved Swiftness
Prerequisite: Swiftness
Effect: The character’s movement speed increases by an additional 5 feet (to a total of 10 feet).
Advanced Swiftness
Prerequisites: Swiftness, Improved Swiftness
Effect: The character’s movement speed increases by an additional 5 feet (to a total of 15 feet).
Base Classes
Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.
Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.
Cold Resistance
Effect: The character gains cold resistance equal to their Constitution modifier.
Electricity Resistance
Effect: The character gains electricity resistance equal to their Constitution modifier.
Fire Resistance
Effect: The character gains fire resistance equal to their Constitution modifier.
Sonic Resistance
Effect: The character gains sonic resistance equal to their Constitution modifier.
Second Wind
Prerequisite: Robust
Effect: By spending 1 action point and taking a move action, the character can regain a number
of hit points equal to their level + their Constitution modifier.
Rapid Metabolism
Prerequisites: Robust
Effect: The character recovers hit point damage and ability score damage at twice the normal
rate.
Defy Death
Prerequisites: Robust, Second Wind or Rapid Metabolism
Effect: While the character is at less than 0 hit points, the character can spend 1 action point as
an immediate action at the start of each of their turns to remain conscious and able to perform
actions, until the character is reduced to -10 hit points (wherein they die) or are returned to
above 0 hit points.
Base Classes
Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.
Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.
Linguist
Prerequisite: Training in the Linguistics skill
Effect: Whenever the character encounters a new language, either spoken or written, they can
make an Intelligence check to attempt to understand it. The character gains a bonus to this
check equal to their level. If the language is related to one you already know, the DC of the
check is 15. If it’s not related to a language the character knows, the DC is 20. And if the
language is ancient or esoteric, the DC is 25. This ability allows the character to understand the
text or speech, but they don’t become fluent in reading, writing or speaking the language.
Cunning Trick
Prerequisite: Intelligent Combat
Effect: As a full-round action and by spending 1 action point, the character may perform a trick
on a single opponent within 30 feet of them. The character makes an Intelligence check against
the target’s Combat Maneuver Defense, with a bonus to this roll equal to the character’s level. If
successful, the target is dazed for 1 round. Success or failure, the target gets a cumulative +2
circumstance bonus to their Combat Maneuver Defense against each successive trick the
character attempts against the target that lasts until the end of combat.
Exploit Weakness
Prerequisite: Intelligent Combat
Effect: As a move action, by spending 1 action point, the character may select an opponent
within 30 feet and make an Intelligence check with a DC equal to that opponent’s Combat
Maneuver Defense. If the check is successful, the character’s attacks deal an additional 1d6
points of damage to the target for a number of rounds equal to the character’s Intelligence
modifier.
Rapid Planning
Prerequisites: Intelligent Combat, Exploit Weakness or Cunning Trick
Effect: Prior to an encounter, the character can spend 2 action points as an immediate action to
make a DC 10 Intelligence check with a bonus to the roll equal to the character’s level. The
check’s result adds a circumstance bonus to all attack rolls, damage rolls, combat maneuver
checks and skill checks for the character and a number of allies equal to the character’s
Intelligence modifier as shown on the chart below:
Table: Planning Bonus
Check Result 9 or Lower 10-14 15-24 25 or Higher
Bonus +0 +1 +2 +3
The bonus granted lasts for a number of rounds equal to the character’s Intelligence modifier.
Afterwards, the bonus is reduced by 1 each subsequent round until it reaches 0.
Base Classes
Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.
Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.
Intuition
Prerequisite: Empathy
Effect: The character can spend 1 action point as an immediate action to make a DC 15
Wisdom check. If the Wisdom check is successful, the character gets a hunch about their current
situation, either a good feeling about the situation or a bad feeling about the situation, based on
the Narrator’s best guess relating to the circumstances.
Healing Touch
Prerequisite: Healing Knack
Effect: The character heals an additional +2 hit points when using the Healing skill to heal a
character. The character can take this talent multiple times, increasing the healing done by an
additional +2 hit points.
Awareness
Prerequisite: Skill Emphasis
Effect: The character adds their Will saving throw bonus to their Insight and Perception checks
to avoid a surprise round.
Faith
Prerequisite: Skill Emphasis
Effect: Whenever the character spends an action point to add an action dice to a d20 roll, the
character adds their Wisdom modifier to that action dice roll.
Zen Calm
Prerequisites: Skill Emphasis and either Awareness or Faith
Effect: The character can take 10 on skill checks they are trained in even while distracted or
under duress.
Base Classes
Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.
Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.
Favor
Prerequisite: Charm
Effect: The character can make a Charisma check against a creature to gain a favor from them. The
character gains a bonus to the check equal to their character level. The DC of the Charisma check is up
to your Narrator’s discretion and depends on the creature you’re attempting to gain a favor from, and
the favor you’re asking from them, but will typically range from 10 to 30. The favor must be within the
realm of possibility and not impossible or improbable.
Base Classes
Captivate
Prerequisite: Charm, Favor
Effect: The character may spend 2 action points as a full-round action to attempt to captivate a target
within 30 feet. The target must make a Will saving throw with a DC equal to 10 + the Character’s Level
+ the Character’s Charisma modifier. If the creature fails their save, the target is captivated and focused
on the character and no one else for 1 round. The character can spend a standard action to keep the
creature concentrated on them for another round, but this allows the creature another Will saving throw
with the same DC. The captivation stops if the character stops spending actions to captivate the
creature, the creature makes a successful saving throw, or the creature becomes attacked.
Greater Inspiration
Prerequisite: Inspiration
Effect: The morale bonus granted by the character’s Inspiration increases by +1 to a total of +3.
Coordinate
Prerequisite: Inspiration
Effect: The character can spend 2 action points as a full-round action to coordinate and direct each ally
within 30 feet of them, granting each ally within the area a morale bonus on attack rolls, saving throws
and skill checks equal to the character’s Charisma modifier. This bonus lasts a number of rounds equal
to the character’s level.