Talent

Abjuration

Effect: 

Whenever you cast a daily wizard spell, you gain a +4 AC bonus until the end of your next turn.

Adventurer Feat: 

The bonus also applies to your Physical Defense.

Champion Feat: 

You gain 2d12 temporary hit points each time you cast a daily spell.

Epic Feat: 

The bonus also applies to Mental Defense.

Animal Companion

Special: 

Unlike most class talents, this talent takes up two ranger class talent slots.

You have a normal-sized animal companion that fights alongside you in battle. See Animal Companion Rules.

If you would rather have a smaller beast as a pet, see the Ranger's Pet talent.

Animal Companion Rules

You have a devoted animal companion who fights alongside you like a member of your adventuring party.

Recoveries

Add two recoveries to your total recoveries. You can use a recovery on yourself or your animal companion.

Actions

Your animal companion acts on your initiative turn, either immediately before or after you, depending on the animal type.

Your animal companion moves gets a move action and a standard action, but not a quick action.

If you have powers that care about the 'first time you attack an enemy,' an attack by your animal companion counts as your attack.

Animal Harm

Your animal companion can be healed like an ally. If it gets healed without you being healed, it uses one of your recoveries. When you use a recovery while next to your animal companion (including being engaged with the same enemy), your animal companion is also healed using a free recovery.

Instead of dying like a monster or NPC at 0 hp, your animal companion follows PC rules for falling unconscious at 0 hp and dying after four failed death saves or when its negative hit points equal half its normal hit points. If your animal companion dies, you can summon another one. If you're still on the same adventure, you can call a new animal companion the next day, but it will be one level lower than an animal companion would normally be. At the start of a new adventure, or when you gain a level, bump the companion up to its proper level.

Stats & Levels

Each animal companion has roughly the same base stats as listed below.

Your animal companion is always one level lower than you. As a 1st level ranger, you'll have a level 0 animal companion. Once you gain a level, your animal companion rises to 1st level.

On top of the base stats, each type of animal has a zoologically appropriate power or advantage.

Animal Companion Baseline Stats

Special: 

Use the following stats as the baseline for your animal companion. Remember that your companion stays a level lower than you. Generally your companion's Physical Defense should be higher than its Mental Defense, but you could flip that if you have a good explanation.

Level

Attack

Damage

AC

PD (or MD)

MD (or PD)

HP

0

+5 vs. AC

d8

16

14

10

20 (10)

1

+6 vs. AC

d10

17

15

11

27 (13)

2

+7 vs. AC

2d6

18

16

12

36 (18)

3

+9 vs. AC

3d6

19

17

13

45 (22)

4

+10 vs. AC

4d6

21

19

15

54 (27)

5

+11 vs. AC

5d6

22

20

16

72 (36)

6

+13 vs. AC

6d6

23

21

17

90 (45)

7

+14 vs. AC

7d6

25

23

19

108 (54)

8

+15 vs. AC

8d6

26

24

20

144 (72)

9

+17 vs. AC

9d6

27

25

21

180 (90)

10

+18 vs. AC

10d6

28

26

22

216 (108)

Animal Companion Bonuses

Special: 

Each type of animal companion is a little different.

Bear (also Giant Badger, Wolverine)

Acts: After ranger

Advantage: The bear gains temporary hit points equal to its level each time it hits with an attack.

Champion Feat

The temporary hit points increase to double its level.

Boar (also Spiky Lizard)

Acts: Before ranger

Advantage: The boar gains a +1 attack bonus when it moves before its attack during the same turn.

Eagle (also Falcon, Hawk, Owl, Vulture)

Acts: Before ranger

Advantage: It flies! Its melee damage die is dropped by one size (d6 at level 0).

Panther (also Lion, Tiger)

Acts: Before ranger

Advantage: The panther's crit range expands by 2 against enemies with lower initiative.

Snake (also Giant Spider, Poison Toad)

Acts: After ranger

Advantage: The snake also deals ongoing poison damage equal to twice your level on a natural attack roll of 18+.

Champion Feat

The ongoing damage is three times your level instead.

Epic Feat

The ongoing damage is four times your level instead.

Wolf (also Big Dog, Coyote, Hyena, Jackal)

Acts: After ranger

Advantage: The wolf gains a +1 attack bonus against enemies its master attacked the same turn, or against enemies engaged with its master.

Animal Companion Feats

Special: 

Ranger animal companion feats are designed so that they do not build on each other. Unlike other feats, you don't have to take animal companion feats progressively, one after the other as long as you qualify for the correct tier.

Adventurer Feat

Once per day, your animal companion can attack twice in a round with a standard action.

Adventurer Feat

Once per battle, your animal companion can turn a disengage success by an enemy it is engaged with into a failure.

Adventurer Feat

Once per day, reroll one of your animal companion's missed attack rolls.

Adventurer Feat

Your animal companion adds the escalation die to its attacks.

Champion Feat

Once per day, your animal companion can force an enemy to reroll an attack that hit it.

Champion Feat

Your Lethal Hunter talent also applies to your animal companion.

Champion Feat

Increase your animal companion's Physical Defense and Mental Defense by +1.

Epic Feat

Increase your animal companion's damage die by one size (for example, from d6s to d8s, or d8s to d10s)

Epic Feat

Increase your animal companion's AC by +1.

Arcane Heritage

Effect: 

Although magic is in the blood of every sorcerer, you have a greater understanding of magic than most sorcerers and even some wizards.

You gain a +2 bonus to a background that involves or suggests magical knowledge or talent, up to your normal maximum background point limit.

You can also use one of your sorcerer spell choices to choose any wizard spell of the same level. You get only one such equal-level wizard spell at a time; all others have to be purchased using the 2-level penalty in the Access to Wizardry class feature described above.

Adventurer Feat: 

Use your Charisma as the attack ability for the wizard spell you choose with your Arcane Heritage talent.

Champion Feat: 

You can cast your wizard spells empowered as if they were sorcerer powers. Generally, empowering wizard spells only helps by doubling the damage.

Bastion

Effect: 

You gain +1 AC.

In addition, once per battle when a nearby ally is hit by an attack, you can choose to lose hit points equal to half of that damage, and have your ally take only half of the damage instead. The damage you lose can come from temporary hit points, but isn't affected by damage resistance and other tricks to avoid the damage.

Adventurer Feat: 

Increase your total number of recoveries by 1.

Champion Feat: 

Once per day, you can use Bastion twice in the same battle.

Epic Feat: 

When you use Bastion now, your ally takes no damage. You still lose hit points equal to half the damage.

Blood Link

Effect: 

Choose one of your sorcerous heritage talents. You gain 1 relationship point with the icon associated with that heritage; you choose whether the point is positive, conflicted, or negative. This point can add to your normal relationship points but you can't exceed the normal relationship maximums with it. (Remember that positive relationships with villainous icons are limited to 1 point.)

Champion Feat: 

Gain another relationship point with an icon associated with one of your heritage talents. As above, you must follow the relationship maximums.

Cantrip Mastery

Effect: 

Cantrips are at-will spells for you.

Unlike normal wizards, who use a standard action to cast a cantrip, you can cast a cantrip as a quick action.

To do something particularly cunning or surprising with one of your cantrips where the GM isn't sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the spell the way you envision it.

Additionally, you can expend a 3rd level spell slot or higher to choose one cantrip per spell slot you have given up and create a once-per-day related effect with it that is much greater, if you and your GM can agree on a cool effect that suits the cantrip.

Adventurer Feat: 

You can use cantrip-style versions of any wizard spell you have memorized. When you expend a spell, however, you can't make cantrip-style use of it any more. The key is that none of these uses should be combat relevant or deal damage.

The Cantrip Mastery talent is more about enhance the roleplaying and less about combat usefulness.

Chromatic Destroyer Heritage

Effect: 

You can have multiple breath weapon spells active at the same time. You don't gain extra actions, so if you succeed with multiple breath weapon spells, you'll generally have to choose which one to use.

Adventurer Feat: 

You gain a +2 attack bonus with empowered breath weapon spells.

Champion Feat: 

Once per day, turn a failed breath weapon re-use roll into a success.

Epic Feat: 

One battle per day, gain resist dragon attack 16+ (all attacks made by dragons; dragon must roll natural 16+ with the attack or it deals only half damage).

Cleave

Effect: 

Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp.

Adventurer Feat: 

If you have your move action available, you can use it before making your Cleave attack to reach an enemy you are not already engaged with.

Champion Feat: 

You can use Cleave twice each battle, but only once a round.

Epic Feat: 

You gain a +4 attack bonus with your Cleave attacks.

Cleric Training

Effect: 

Choose one cleric spell of your level or lower. That spell is now part of your powers. (You can change out the spell normally.)

Adventurer Feat: 

You can use your Charisma as the attack ability for cleric spells you can cast.

Champion Feat: 

You can now cast the cleric class feature heal spell twice per day.

Epic Feat: 

Choose two cleric spells instead of one.

Comeback Strike

Effect: 

Once per battle as a free action, make another attack with a –2 penalty after your first fighter attack during your turn misses.

Adventurer Feat: 

You no longer take the –2 penalty to your Comeback Strike attacks.

Champion Feat: 

Once per day, you can use Comeback Strike twice in a battle.

Epic Feat: 

You gain a +4 attack bonus with your Comeback Strike attacks.

Counter-Attack

Effect: 

Once per round when the escalation die is even and an enemy misses you with a natural odd melee attack roll, you can make a basic melee attack dealing half damage against that enemy as a free action. (The attack can't use any limited abilities or flexible attack maneuvers.)

Adventurer Feat: 

Your Counter-Attack attack now deals full damage.

Champion Feat: 

You can use Counter-Attack once per turn instead of once per round (in effect, you're free to Counter-Attack once per enemy turn).

Epic Feat: 

You can now use Counter-Attack when the escalation die is 3+.

Cunning

Effect: 

You can use your Intelligence in place of your Charisma for any rogue attacks, talents, or powers that use Charisma (e.g. shadow walk and slick feint). You also gain two extra points of backgrounds to spend on knowledge-related backgrounds and gain a +2 bonus to skill checks involving traps.

Adventurer Feat: 

You gain a +1 bonus to Mental Defense.

Champion Feat: 

Once per battle, reroll a save against an effect from an attack that originally hit your Mental Defense.

Epic Feat: 

Your once-per-battle save reroll is now once per save.

Deadeye Archer

Effect: 

Your attacks with d8 ranged weapons (heavy crossbow, longbow) now deal d10 damage per level. Your attacks with d6 ranged weapons (light crossbow, shortbow) now deal d8 damage per level. In addition, your misses with basic ranged attacks deal damage equal to your level.

Adventurer Feat: 

If you spend a quick action to aim before making a ranged basic attack, add your Dexterity modifier to the damage if you miss.

Champion Feat: 

Once per battle, expand your crit range with a fighter ranged attack by 4 (usually to 16+) for that attack. Declare you're using this feat power before you roll the attack.

Epic Feat: 

Your crit range with ranged weapon attacks expands by 1 (usually to 19+).

Divine Domain

Special: 

You can choose Divine Domain a second time, if you wish, at 5th level or at 8th level.

Choose one of the domains listed in the cleric's class talent list. You gain all the domain's advantages, including the ability to use the domain's invocation once per day.

If the domain you choose is designed to help cleric spells and attacks, reinterpret the talent to help your paladin powers. You can use the domain's feats if you wish; reinterpret them similarly if necessary.

Evocation

Effect: 

Once per battle, when you cast a spell that targets Physical Defense, before rolling for the number of targets or making the spell's attack roll, you can expend your quick action to evoke the spell. Hit or miss, you'll max out the spell's damage dice (except on a natural one, which deals no damage to the target and likely damages the caster in some manner).

Champion Feat: 

Whenever you evoke a spell, you can reroll one of the attack rolls if that natural roll was less than or equal to the escalation die. You must take the new result.

Favored Enemy

Effect: 

Choose a specific monster type (e.g. aberration, beast, construct, demon, dragon, giant, humanoid*, ooze, plant, or undead). The crit range of your ranger attacks against that type of enemy expands by 2.

*Choosing humanoid: Unlike other favored enemies, choosing humanoid as your favored enemy takes up two ranger class talent slots.

Adventurer Feat: 

You can change your favored enemy by meditating when you take a full heal-up.

Champion Feat: 

Your crit range for attacks against favored enemies expands by 1 (to +3).

Epic Feat: 

Choose a second non-humanoid monster type as a favored enemy.

Fearless

Effect: 

You are immune to fear abilities and to any non-damage effects of attacks named or described as fear attacks.

In addition, you gain a +1 melee attack bonus against enemies that are not engaged by any of your allies. The bonus increases to +2 against enemies with fear abilities.

Adventurer Feat: 

You gain a +1 bonus to death saves.

Champion Feat: 

You gain a +1 bonus to all saves except death saves.

Epic Feat: 

Your nearby allies gain a +1 bonus to death saves.

Fey Heritage

Effect: 

One battle per day, when you roll initiative, you can choose to invoke your Fey Heritage and gain the racial power of one the elven races in addition to your own racial power. Roll on the table below. If you roll your own race's power, you gain the half-elf's surprising racial power instead.

Roll (d6) Racial Power
1-2 Cruel (drow)
3-4 Highblood teleport (high elf)
5-6 Elven grace (wood elf)
Adventurer Feat: 

You can now invoke your Fey Heritage talent in two battles each day.

Champion Feat: 

You gain a +2 attack bonus against elves and monsters in the elven sphere of influence (including the Drider, Storm Giant, and Medusa).

Epic Feat: 

Once per battle when the escalation die reaches 6+, as a free action, you can gain an elf racial power that you have not already used in this battle.

Fey Queen's Enchantments

Effect: 

Choose one daily or recharge spell of your level or lower from the sorcerer class. You can cast this spell as if you were a sorcerer (though you can't gather power).

Adventurer Feat: 

You can choose which ability score you want to use as the attack ability for sorcerer spells you can cast.

Champion Feat: 

You can now choose from sorcerer at-will spells.

Epic Feat: 

You gain an additional sorcerer spell of your choice that is your level or lower; a total of two from this talent.

First Strike

Effect: 

The first time you attack an enemy during a battle, your crit range for that attack expands by 2 (usually to 18+). A mob of mooks counts as a single enemy.

Adventurer Feat: 

The crit range of your First Strike attacks expands by 1 (to +3).

Champion Feat: 

Once per day, deal triple damage with a First Strike crit instead of double damage.

Epic Feat: 

Whenever you hit with a First Strike attack, you can reroll your damage once and use the higher roll.

High Arcana

Effect: 

Your study of the highest orders of magic gives you options that lesser wizards cannot match: Memorization and a bonus spell: counter-magic

Memorization

When you pick your spells, you can choose any daily wizard spell twice (instead of once). This doesn't apply to spells that start as recharge spells. For example, at 7thlevel when you have five 7th level spells and four 5th level spells, you could choose fireball twice as a 7th level spell, or once as a 7th level spell and once as a 5th level spell. (Your 3rd level spell slot can't be used for fireball because fireball starts as a 5th level spell.)

Implacable

Effect: 

You can roll saves at the start of your turn instead of at the end of your turn. A successful save against ongoing damage, for example, means that you will not take the ongoing damage that turn.

Adventurer Feat: 

You gain a +1 bonus to saves.

Champion Feat: 

Once during your turn as a free action, you can choose to lose hit points equal to your level to reroll a save.

Epic Feat: 

You gain a +1 bonus to Physical Defense and Mental Defense.

Improved Sneak Attack

Effect: 

Your Sneak Attack damage is better than other rogues. Use the following Sneak Attack bonus damage progression instead.

Rogue Level Extra Damage
1 +1d6
2 +1d8
4 +2d8
6 +3d8
8 +5d8
10 +7d8
Adventurer Feat: 

Once per day as a free action, you can add your Sneak Attack damage to any hit against one target that would not otherwise have qualified for the damage.

Champion Feat: 

Once per day, roll d20s for your Sneak Attack damage instead of d8s.

Epic Feat: 

One battle per day, ignore the limitation that you can use Sneak Attack damage only once per round.

Infernal Heritage

Effect: 

Once per day, as a quick action when the escalation die is 1+, you can enter a spell frenzy until the end of the battle.

While in a spell frenzy, you roll 2d20 for each of your sorcerer spell attacks. Use the highest die as your attack roll, but track whether the other die hits.

For each die that misses, you take damage equal to double the level of the target of your attack.

Adventurer Feat: 

You gain resist energy damage 12+ to fire and to one of the following types of energy of your choice: acid, cold, lightning, psychic, thunder.

Champion Feat: 

Increase one of your resistances to 16+.

Epic Feat: 

In addition to your normal use of spell frenzy, you can also enter a spell frenzy as a free action while the escalation die is 5+.

Lay on Hands

Effect: 

Twice per day as a quick action, you can heal yourself or an ally next to you with a touch. You spend the recovery while the recipient heals as if they had spent the recovery.

Adventurer Feat: 

Add twice your Charisma modifier to the healing provided by Lay on Hands.

Champion Feat: 

Lay on Hands healing uses a free recovery instead of one of your own.

Epic Feat: 

You can now use Lay on Hands four times per day instead of two.

Metallic Protector Heritage

Effect: 

Your rolls to re-use breath weapon spells during a fight gain a +2 bonus.

Adventurer Feat: 

As a quick action at the start of each battle, you can gain resist energy 12+ to one of the following types of energy of your choice: acid, cold, fire, lightning, or poison.

Champion Feat: 

When you gather power and your chaotic benefit increases your defenses, you can choose one nearby ally to gain the same defense bonus.

Epic Feat: 

One battle per day, you can choose to gain resist demon attack 16+ instead of resist energy 12+ from your Metallic Protector Heritage talent.

Murderous

Effect: 

Against staggered enemies, your crit range with rogue attacks expands by 2.

Adventurer Feat: 

You gain a +2 attack bonus against staggered enemies.

Champion Feat: 

Your crit range against staggered enemies expands by 2 (now +4).

Epic Feat: 

Whenever a staggered enemy misses you with a melee attack, it's vulnerable to your attacks for the rest of the battle.

Paladin's Challenge

Effect: 

When you hit an enemy with a melee attack, you can choose to challenge that enemy as a free action. Until the end of the battle, provided that both you and the enemy you've challenged are conscious and capable of making an attack, you each take a –4 attack penalty against all other creatures and a –4 penalty to disengage checks from each other.

The attack penalty temporarily deactivates for the attacker when they make an attack roll against their rival, but only until the end of the attacker's turn. For example, if a creature with more than one attack attacks you first, its subsequent attacks against your allies are without the challenge penalty. However, the attack penalty resets at the end of its turn, so it does not help with opportunity attacks against your allies later in the round.

You can only have one enemy challenged at a time.

Your Paladin's Challenge ends when…

  • …you or the creature you are challenging falls unconscious or drops to 0 hp.
  • …you hit a different enemy with an attack (assuming you hit with the –4 penalty).
  • …the creature flees far away and you choose to end the challenge.

An enemy can only be the subject of one Paladin's Challenge at a time; a new challenge overrides the previous one.

In the unlikely case in which two paladins fight each other, any use of Paladin's Challenge locks them into a challenge that only ends when one of them drops.

Adventurer Feat: 

The attack and disengage penalty for challenged enemies (but not for you) is equal to –4 or to the escalation die, whichever is higher.

Champion Feat: 

You can have two challenges active at the same time against different enemies.

Epic Feat: 

Enemies you challenge are vulnerable to your attacks.

Path of Universal Righteous Endeavor

Special: 

You can't take this talent if you take the Way of Evil Bastards talent.

Your nearby allies gain a +1 bonus to all saves.

Adventurer Feat: 

Once per day, you can reroll your relationship dice with a heroic or ambiguous icon.

Champion Feat: 

All of your melee and ranged attacks deal holy damage.

Epic Feat: 

You gain an additional relationship point with a heroic or ambiguous icon.

Polysyllabic Verbalizations

Effect: 

Rename each of your daily and recharge spells. Think up the most over-the-top and extravagant names you can muster. Since these alternate spells are so lengthy, they take an additional quick action to cast. While the regular effects of the spells are the same as the more common versions, they have a small bonus effect appropriate to the situation.

The bonus effect is determined by the GM, or by a collaboration between the GM and the player. It should add to the storytelling power of the situation.

The bonus effect should suit the name of the spell or the way it's delivered, and shouldn't precisely match up with what the spell normally accomplishes.

Ranger ex Cathedral

Effect: 

Choose one daily or recharge spell of your level or lower from the cleric class. You can cast this spell as if you were a cleric. You can change your chosen spell each time you take a full heal-up.

Adventurer Feat: 

You can cast the cleric class feature heal spell once per battle.

Champion Feat: 

You can now choose from cleric at-will spells.

Epic Feat: 

You gain an additional cleric spell of your choice that is your level or lower; a total of two from this talent.

Ranger's Pet

Effect: 

You have a small animal or beast that accompanies you on your adventures. Use the rules from the Wizard's Familiar talent with the following differences:

  1. The creature is your pet or friend instead of your familiar.
  2. Your pet is fully natural rather than partially magical.
  3. Your pet can end up with more abilities, if you choose.
Adventurer Feat: 

Your pet gains a third ability.

Champion Feat: 

Your pet gains a fourth ability.

Epic Feat: 

Your pet gains a fifth ability.

Ranger's Pet (Familiar Rules)

Effect: 

Your ranger's pet is a tiny or small animal or creature that aids you and provides companionship. It also provides opportunities for improvisation between you and the GM.

Your pet is as intelligent as a normal person. It can communicate with you and will stay close you unless you've chosen abilities that let it roam. Your pet is on your side but it's not perfectly in your control.

If your pet dies, it can come back to you the next time you get a full heal-up. (The method or story used is between you and the GM.) Alternatively, you can get a new pet.

Pets are useless in combat, except as indicated by their abilities. Ordinarily they aren't damaged by enemy attacks and spells unless the story calls for it.

Pet Abilities

Choose two of the following abilities for your pet.

Agile

You gain a +2 bonus to Dexterity skill checks.

Alert, Maybe Even Insightful

You gain a +2 bonus to Wisdom skill checks.

Counter-bite

Each battle, if your pet is close to you, it bites the first enemy that hits you with a melee attack after that attack, dealing 1d4 damage per level (no attack roll) to that enemy.

Flight

Your pet flies as well as a hawk. It doesn't fly that often and usually sticks with you, but it can do so when its other abilities allow.

Mimic

One battle per day, you gain the use of the racial power (without feats) of one nearby ally.

Poisonous

Once per battle, when you hit an enemy engaged with you, you can add 5 ongoing poison damage per tier to the damage roll.

Scout

Once per day, your pet can separate itself from you and make a reconnaissance run of an area or location. Roll an easy skill check for the environment to get your pet to scout unseen.

Tough

You gain a +1 save bonus. Tough counts as two pet abilities.

Talkative

Your pet can talk like a person (but the GM speaks for the pet more than you do).

Skilled Intercept

Action: 
Free action
Effect: 

Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack. If you are engaged with more than one enemy, the others can take opportunity attacks against you.

The moving enemy makes its attack with you as a target instead. If you're wearing heavy armor and the attack hits, you only take half damage.

Adventurer Feat: 

You can pop free from up to two enemies when using Skilled Intercept.

Champion Feat: 

You gain a bonus to your Skilled Intercept save equal to the escalation die.

Epic Feat: 

Enemies can't make opportunity attacks against you during your Skilled Intercept movement.

Smooth talk

Effect: 

Once per day, convince your GM with an amazing line of patter while you are using social skills to speak or interact with NPCs associated with a particular icon. If the GM is convinced by your patter, roll a normal save (11+). If you succeed, for the rest of the day you can function as if you have a 2-point positive relationship with the icon who seems to be in play. Thanks to your amazing gift of gab, for a short time, it's more or less true. (Note that these points replace any points you normally have with the icon rather than adding to them.)

Adventurer Feat: 

Add your Charisma modifier to your Smooth Talk save rolls.

Champion Feat: 

Success with your Smooth Talk talent gives you a 3-point positive relationship instead.

Epic Feat: 

Even if you fail your Smooth Talk save, you get a 2-point conflicted relationship with the icon because the people you're speaking with can't be sure.

Sorceror's Familiar

Effect: 

You have a familiar much like a wizard's familiar, but more changeable. Unlike the wizard, you don't choose two abilities for your familiar. Instead you choose one permanent ability that suits your familiar's nature; the only limitation is that you can't choose tough as the permanent ability. Each time you get a full heal-up, randomly determine two other abilities your familiar will possess until your next full heal-up.

Adventurer Feat: 

Your familiar gains another randomly changing ability.

Champion Feat: 

Once per level, if your familiar is close to you, it can cast one of your spells as a free action on your initiative count, even if you have already expended the spell. The spell functions as if you had cast it.

Epic Feat: 

Your familiar gains another randomly changing ability.

Sorceror's Familiar (Rules)

Effect: 

Your sorceror's familiar is a tiny or small animal or creature that aids you and provides companionship. It also provides opportunities for improvisation between you and the GM.

Your familiar is as intelligent as a normal person. It can communicate with you and will stay close you unless you've chosen abilities that let it roam. Your familiar is on your side but it's not perfectly in your control.

If your familiar dies, it can come back to you the next time you get a full heal-up. (The method or story used is between you and the GM.) Alternatively, you can get a new familiar.

familiars are useless in combat, except as indicated by their abilities. Ordinarily they aren't damaged by enemy attacks and spells unless the story calls for it.

Familiar Abilities

Choose one of the following permanent abilities for your familiar.

Agile

You gain a +2 bonus to Dexterity skill checks.

Alert, Maybe Even Insightful

You gain a +2 bonus to Wisdom skill checks.

Counter-bite

Each battle, if your familiar is close to you, it bites the first enemy that hits you with a melee attack after that attack, dealing 1d4 damage per level (no attack roll) to that enemy.

Flight

Your familiar flies as well as a hawk. It doesn't fly that often and usually sticks with you, but it can do so when its other abilities allow.

Mimic

One battle per day, you gain the use of the racial power (without feats) of one nearby ally.

Poisonous

Once per battle, when you hit an enemy engaged with you, you can add 5 ongoing poison damage per tier to the damage roll.

Scout

Once per day, your familiar can separate itself from you and make a reconnaissance run of an area or location. Roll an easy skill check for the environment to get your familiar to scout unseen.

Tough

You gain a +1 save bonus. Tough counts as two familiar abilities.

Talkative

Your familiar can talk like a person (but the GM speaks for the familiar more than you do).

Spell Fist

Effect: 

Your style of sorcery emphasizes close-range fighting. There are two advantages and one possible drawback to your style.

You gain a +2 bonus to AC.

You can use ranged spells while engaged with enemies without taking opportunity attacks.

You use your Constitution modifier instead of your Charisma modifier to determine the damage you add to all your sorcerer spells.

Adventurer Feat: 

When you miss with a sorcerer spell against an enemy you are engaged with, add your Charisma modifier to the damage you deal. At 5th level, add double your Charisma modifier; at 8th level, triple it.

Champion Feat: 

Once per battle, you can include one enemy engaged with you as an additional target of any attack spell you cast that targets other enemies.

Epic Feat: 

Once per day when you cast an empowered spell, each enemy engaged with you becomes an additional target of that spell if it's not already targeted by the spell.

Thievery

Effect: 

You have the Thief background at its full possible bonus of +5, without having to spend your normal background points on it.

Adventurer Feat: 

Regardless of your level, you gain the bonus power thief's strike in addition to your normal number of powers.

Champion Feat: 

Once per day, you can deal full damage with thief's strike instead of half damage.

Epic Feat: 

Twice per level, you can steal something with a successful thief's strike that you would not be able to steal ordinarily, but that would require a bit of magic, e.g. a dream, a spell, someone's hope, a memory. The theft won't be permanent. Every day, roll a hard save to determine whether you can keep what you stole for that day. Also, you can never steal the same thing twice.

Tracker

Effect: 

You have the Tracker background at its full possible bonus of +5, without having to spend your normal background points on it. You are an expert wilderness tracker, capable of reading clues from the environment that others can't perceive. Tracking doesn't work well, however, in heavily traveled urban environments.

In addition, you have the terrain stunt power.

Terrain stunt: At the start of each battle in a non-urban environment, roll a d6. Any time after the escalation die reaches that number, you'll be able to use a quick action to execute a terrain stunt. Normally you can only use terrain stunt once per battle, but circumstances, geography, or excellent planning may suggest that you can pull it off more than once.

Terrain stunts are improvisational effects that play off your preternatural understanding of the wilderness and all the diverse forms of the natural world. Things like knocking a hornets nest no one had noticed onto your enemy's head, maneuvering a foe onto a soggy patch of ground that slows them down, shooting the cap off a mushroom spore in a dungeon that erupts on your enemies, getting your enemy's sword wedged into a stalactite, finding the tree branch that lets you vault up to attack the flying demon that thought it was out of axe range, and similar types of actions.

Adventurer Feat: 

Your grasp of the way the world is put together increases; you now can use terrain stunt in urban environments.

Champion Feat: 

You can track as well in urban areas as you do in the wilderness.

Epic Feat: 

You can track flying creatures and creatures that normally wouldn't be trackable, and there's the possibility that even teleports give you a sense of direction.

Tumble

Effect: 

You gain a +5 bonus to disengage checks. In addition, while you are moving, if an enemy moves to intercept you, you can make one disengage roll per intercepting enemy as a free action to avoid that enemy, but you must stop the first time you fail any of those disengage checks.

Adventurer Feat: 

You ignore the penalty for disengaging from more than one enemy at a time.

Champion Feat: 

One battle per day as a free action, you can declare that you're a tumbling fool and automatically succeed on your first disengage check each turn.

Epic Feat: 

Whenever you take critical hit damage, roll a hard save (16+). If you succeed, you somehow tumbled out of the way of whatever was about to hit you, and instead only take damage equal to the attacker's level.

Two-Weapon Mastery

Effect: 

You gain a +1 attack bonus when fighting with a one-handed melee weapon in each hand.

Adventurer Feat: 

When you fight with two one-handed melee weapons, increase the damage you deal with missed attacks by adding your level to it. Most of your basic melee attacks, therefore, will deal double your level as miss damage.

Champion Feat: 

If you fight with two one-handed melee weapons, whenever an enemy makes a melee attack against you and rolls a natural 1, you can make an opportunity attack against that foe as a free action.

Epic Feat: 

One battle per day, increase the damage you deal with missed attacks to triple your level instead of double your level (from Two-Weapon Mastery).

Undead Remnant Heritage

Effect: 

You have resist negative energy 12+ and gain a +1 attack bonus against undead. You can also include negative energy damage on your personal random energy damage type table, swapping out an energy type you don't want to access randomly.

Adventurer Feat: 

Decrease your total recoveries by 1; you gain a +2 bonus to death saves.

Champion Feat: 

Your resist negative energy power improves to 16+, and the attack bonus against undead increases to +2.

Epic Feat: 

If you put out one of your eyes and cut off one of your hands, you gain a +1 bonus to all attacks.

Way of Evil Bastards

Special: 

You can't take this talent if you take the Path of Universal Righteous Endeavor talent.

When one of your Smite Evil attacks drops a non-mook enemy to 0 hp, that use of Smite Evil is not expended.

Adventurer Feat: 

Once per day, you can reroll your relationship dice with a villainous or ambiguous icon.

Champion Feat: 

When one of your Smite Evil attacks drops three or more mooks, it is not expended.

Epic Feat: 

You gain an additional relationship point with a villainous or ambiguous icon.

Wizard's Familiar

Effect: 

Your familiar is a tiny or small animal or creature that aids your magic and provides companionship. It also provides opportunities for improvisation between you and the GM.

Your familiar is as intelligent as a normal person. It can communicate with you and will stay close you unless you've chosen abilities that let it roam. Your familiar is on your side but it's not perfectly in your control.

If your familiar dies, it can come back to you the next time you get a full heal-up. (The method or story used is between you and the GM.) Alternatively, you can get a new familiar.

Familiars are useless in combat, except as indicated by their abilities. Ordinarily they aren't damaged by enemy attacks and spells unless the story calls for it.

Familiar Abilities

Choose two of the following abilities for your familiar.

Agile

You gain a +2 bonus to Dexterity skill checks.

Alert, Maybe Even Insightful

You gain a +2 bonus to Wisdom skill checks.

Counter-bite

Each battle, if your familiar is close to you, it bites the first enemy that hits you with a melee attack after that attack, dealing 1d4 damage per level (no attack roll) to that enemy.

Flight

Your familiar flies as well as a hawk. It doesn't fly that often and usually sticks with you, but it can do so when its other abilities allow.

Mimic

One battle per day, you gain the use of the racial power (without feats) of one nearby ally.

Poisonous

Once per battle, when you hit an enemy engaged with you, you can add 5 ongoing poison damage per tier to the damage roll.

Scout

Once per day, your familiar can separate itself from you and make a reconnaissance run of an area or location. Roll an easy skill check for the environment to get your familiar to scout unseen.

Tough

You gain a +1 save bonus. Tough counts as two familiar abilities.

Talkative

Your familiar can talk like a person (but the GM speaks for the familiar more than you do).

Adventurer Feat: 

Your familiar gains another ability.

Champion Feat: 

Once per level, if your familiar is close to you, it can cast one of your spells as a free action on your initiative count, even if you have already expended the spell. The spell functions as if you had cast it.

Epic Feat: 

Your familiar gains another ability.

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