Characters choose a feat at 1st level, and at every subsequent level.
Feats appear in three tiers: adventurer feats, champion feats, and epic feats. Adventurer feats are available to any character between level 1 and level 10. Champion feats are available starting at level 5. Epic feats are available starting at level 8.
Feats per Level
Level |
Player Character |
1 |
1 adventurer |
2 |
2 adventurer |
3 |
3 adventurer |
4 |
4 adventurer |
5 |
4 adventurer 1 champion |
6 |
4 adventurer 2 champion |
7 |
4 adventurer 3 champion |
8 |
4 adventurer 3 champion 1 epic |
9 |
4 adventurer 3 champion 2 epic |
10 |
4 adventurer 3 champion 3 epic |
Since humans start with an additional feat at 1st level, add one to the number of adventurer feats humans possess all the way up the chart.
Most of the feats in the game are attached to specific class talents, attacks, and spells. If a feat is attached to a talent, power, or spell, you must have the talent, power, or spell in order to choose the feat. When there is more than one feat attached to a specific talent or power, you have to choose the lower tier feats before you pick up the higher tier feats.
General Feats
These are general feats available to any character. A character can’t take a specific feat more than once. A few general feats only have adventurer-tier versions; others also have champion- and epic-tier versions that can be added later in your career.
Further Backgrounding
Adventurer Tier
Add a total of 2 points to backgrounds you already have, or choose 2 points of new backgrounds that make sense for your character. You still can’t go over the 5-point-per-background maximum.
Champion Tier
Add a total of 3 points to backgrounds you already have, or choose 3 points of new backgrounds that make sense for your character. You still can’t go over the 5-point-per-background maximum.
Epic Tier
Add a total of 2 points to backgrounds you already have, or choose 2 points of new backgrounds that make sense for your character. These points can take one of your backgrounds over 5, to a maximum of 7.
Improved Initiative
Adventurer Tier: Gain a +4 bonus to Initiative checks.
Linguist
Adventurer Tier: This feat allows you to speak enough arcana, dwarven, elven, gnomish, gnoll, goblin, orcish, and other standard humanoid languages to comprehend enough of what most other humanoids are saying or screaming during battle. You are not fluent in all these languages, no one will mistake you for a native speaker, and your vocabulary is adventurer-centric (heavy on words connected to danger rather than philosophy or emotions).
You can also read enough to get by in all these languages.
Champion Tier
You can speak, read, and write all the humanoid languages fluently. Stranger languages are no problem for you either. If someone is speaking it, you can figure it out.
Precise Shot
Adventurer Tier: When your ranged attack targets an enemy who is engaged with an ally, you have no chance of hitting that ally.
Rapid Reload
Adventurer Tier: Reloading a heavy crossbow now takes only a quick action. Reloading a hand or light crossbow is a free action.
Reach Tricks
Once per battle, tell the GM how you are using your weapon’s reach to perform an unexpected stunt with a reach weapon such as a longspear or halberd. To use the stunt, you must roll a 6+ on a d20.
Ritual Casting
Adventurer Tier: You can cast any spells you know as rituals. Classes that are already ritual casters (cleric, wizard) don’t need this feat. (See Rituals for ritual casting rules.)
Skill Escalation
Adventurer Tier: Twice per day, you can add the escalation die to one of your skill checks. Choose after you roll the check.
Strong Recovery
Adventurer Tier: When you roll recovery dice, reroll one of the dice and use the higher result. At 5th level, reroll two of the dice. At 8th level, reroll three.
Toughness
Adventurer Tier: You get additional hit points equal to half your baseline class hit points (rounded down). At 5th level, the total hp bonus increases to your baseline hp value. At 8th level, the total hp bonus increases to double your baseline hp value.
Feat Lists
General Feats
Feat Name |
Pre-Req |
Tier: Why You’d Want It |
Further Backgrounding |
None |
A: Add 2 total points to your backgrounds, or 2 new points of backgrounds. |
Further Backgrounding |
None |
C: Add 3 total points to your backgrounds, or 3 new points of backgrounds. |
Further Backgrounding |
None |
E: Add 2 total points to your backgrounds, or 2 new points of backgrounds. You can raise one background to 7. |
Imp. Initiative |
None |
A: +4 to initiative checks. |
Linguist |
None |
A: Speak all normal humanoid languages well enough. |
Linguist |
None |
C: Speak, read, and write normal languages fluently; and speak bizarre languages no one else can deal with. |
Precise Shot |
None |
A: Ranged attacks won’t hit engaged allies. |
Rapid Reload |
None |
A: Quick action to reload heavy crossbow; free action to reload light or hand crossbow. |
Reach Tricks |
None |
A: Once per battle, use a reach weapon in a special way. |
Ritual Casting |
None |
A: Cast spells you know as rituals. |
Skill Escalation |
None |
A: Add the escalation die to your skill checks after seeing roll; 2/day. |
Strong Recovery |
None |
A: Reroll one die when rolling recovery dice. At 5th level, reroll 2 dice. At 8th level, reroll three dice. |
Toughness |
None |
A: Gain bonus hp equal to half your class baseline hp; improves at 5th and 8th level. |
Racial Feats
Power Affected |
Pre-Req |
Tier: Why You’d Want It |
Cruel |
Dark Elf |
C: Once per day, use cruel to deal 5 ongoing damage per level against a target you miss or you roll a natural odd attack roll against (even a 1). |
Breath Weapon |
Dragonic |
C: Breath weapon now targets 1d3 enemies in a nearby group. |
That's Your Best Shot? |
Dwarf |
C: If escalation die is 2+, the best shot recovery is free. |
Heritage of the Sword |
Elf |
A: Use d6 and d8 swords without penalties; or if already able to use such swords without penalties, +2 melee damage. |
Confounding |
Gnome |
C: Target of confounding is weakened instead of dazed. |
Surprising |
Half-Elf |
C: Use surprising an extra time, but only to change a nearby ally's d20 roll. |
Evasive |
Halfling |
C: The foe's reroll when you use evasive takes a –5 penalty. |
Lethal |
Half-Orc |
C: If lethal attack reroll is 16+, use lethal again that battle. |
Highblood Teleport |
High Elf |
C: When you teleport, deal damage equal to twice your level to engaged enemy. |
Halo |
Holy One |
C: Halo now activates whenever you heal using a recovery. |
Quick to Fight |
Human |
C: Increase escalation die by +1 when you roll natural 19 or 20 for initiative. |
Never Say Die |
Forgeborn |
C: When you roll 16+ on your never say die save, take an extra standard action next turn. |
Curse of Chaos |
Tiefling |
C: Use curse of chaos for free when a nearby enemy gets a natural 1 attack roll. |
Elven Grace |
Wood Elf |
C: Start your elven grace rolls with a d4 instead of a d6. |
Barbarian Feats
Power Affected |
Pre-Req |
Tier: Why You’d Want It |
Barbarian Rage |
Class |
A: When esc die is 4+, start raging for free as a quick action. |
Barbarian Rage |
Class |
C: Now start raging for free when esc. die is 3+. |
Barbarian Rage |
Class |
E: Now start raging for free when esc. die is 2+. |
Anc.Warband |
Talent |
E: The warband fights for 1 round even after you are unconscious. |
Barbaric Cleave |
Talent |
A: Gain +2 bonus to Barbaric Cleave attacks, and on a hit with Barbaric Cleave, you can heal using a recovery. |
Barbaric Cleave |
Talent |
C: You can move for free before using a Barbaric Cleave attack. |
Barbaric Cleave |
Talent |
E: Use Barbaric Cleave as often as you want in one battle. |
Building Frenzy |
Talent |
A: The bonus damage dice are now d6s instead of d4s. |
Building Frenzy |
Talent |
C: The bonus damage dice are now d10s instead of d6s. |
Building Frenzy |
Talent |
E: Use Building Frenzy twice per day now. |
Natural Will |
Talent |
A: Use Natural Will twice per day now. |
Natural Will |
Talent |
C: Bonus increases to +4 MD. |
Natural Will |
Talent |
E: Use Natural Will as a free action, even as a reaction to an attack. |
Relentless |
Talent |
E: Gain resist damage 12+ until next turn after you crit. |
Slayer |
Talent |
A: Gain +2 bonus to Slayer attacks. |
Slayer |
Talent |
C: Once per battle, deal Slayer damage on a miss. |
Slayer |
Talent |
E: Gain 20 temp hp when your Slayer attack drops a non-mook enemy. |
Strongheart |
Talent |
A: Increase your maximum recoveries by 1. |
Strongheart |
Talent |
C: You gain +1 PD and when you heal using a recovery, you can roll a save. |
Strongheart |
Talent |
E: Increase your maximum recoveries by 1 (2 total). |
Unstoppable |
Talent |
A: The recovery from your Unstoppable attack is free. |
Unstoppable |
Talent |
C: Add 2 x Con mod to the total healing from the Unstoppable recovery. |
Unstoppable |
Talent |
E: Use Unstoppable twice per battle now. |
Violence |
Talent |
C: Deal half damage with missed attacks when you use Violence. |
Violence |
Talent |
E: Attack roll bonus using Violence increases to +1d6 from +1d4. |
Whirlwind |
Talent |
A: Deal normal miss damage with missed Whirlwind attacks. |
Whirlwind |
Talent |
C: Penalty to AC and PD from Whirlwind is now –2. Disengage attempts after using Whirlwind succeed automatically. |
Whirlwind |
Talent |
E: Use Whirlwind anytime during your turn now. |
Bard Feats
Power Affected |
Pre-Req |
Tier: Why You’d Want It |
Bardic Songs |
Class |
A: Songs continue for one round when you are silenced, stunned, or unconscious. |
Battle Cries |
Class |
A: Use your 1st or 3rd level battle cries without making a melee attack. |
Balladeer |
Talent |
A: First time you use the ballad-created relationship, 5s become 6s. +2 to Balladeer checks. |
Balladeer |
Talent |
C: Sing two ballads a day. |
Balladeer |
Talent |
E: Gain 3 or 4 bonus dice at the cost of an equal number of cursed dice with each enemy. |
Battle Skald |
Talent |
A: Once per day, use battle cries on yourself. |
Battle Skald |
Talent |
C: Battle cries used on yourself also help an ally. |
Battle Skald |
Talent |
E: Once per battle, reroll an attack meant to trigger a battle cry. |
Jack of Spells |
Talent |
A: Gain 3 cantrips if you choose wizard; gain dancing lights if you choose sorcerer. Also use Charisma for attack and damage bonuses with the spell you’ve jacked. |
Jack of Spells |
Talent |
C: Jack another spell from a second other spell-casting class. |
Jack of Spells |
Talent |
E: Jack another spell from a third other spell-casting class. |
Hang Tough! |
Battle cry |
A: If the ally is staggered, double hang tough temporary hp. |
Hang Tough! |
Battle cry |
C: Add your level to the temporary hp (before any doubling for being staggered). |
Hang Tough! |
Battle cry |
E: You can be the target of hang tough. |
It's All Yours! |
Battle cry |
A: Your ally's attack also deals +1d6 damage. |
It's All Yours! |
Battle cry |
C: Damage bonus increases to +3d6. |
It's All Yours! |
Battle cry |
E: Damage bonus increases to +3d12. |
Move It! |
Battle cry |
A: Your allies gain a +2 bonus to move it disengage checks. |
Move It! |
Battle cry |
C: Bonus increases to +5. |
Move It! |
Battle cry |
E: Ally can pop free of one enemy automatically before rolling disengage. |
Pull It Together! |
Battle cry |
A: Target ally also heals +1d4 hp per point of escalation die. |
Pull It Together! |
Battle cry |
C: Battle cry now triggers on any natural even roll; healing increases to +1d6 per point. |
Pull It Together! |
Battle cry |
E: Use the battle cry 3 times per battle; healing increases to +1d10 per point. |
Stay Strong! |
Battle cry |
A: The AC bonus also applies to PD. |
Stay Strong! |
Battle cry |
C: The AC bonus also applies to MD. |
Stay Strong! |
Battle cry |
E: Bonus increases to +4. |
The Time Is Now |
Battle cry |
E: The battle cry now triggers on a natural 18+ instead of 19+. |
They Fall Before Us! |
Battle cry |
E: The battle cry now triggers on a natural 19+ instead of 20+. |
Victory is Ours! |
Battle cry |
C: Trigger is now 3+ on the escalation die instead of 5+. |
Victory is Ours! |
Battle cry |
E: Allies' damage bonus is now +3d12. |
We Need You! |
Battle cry |
A: The battle cry save now gets a +1 bonus. |
We Need You! |
Battle cry |
C: Save bonus increases to +2. |
We Need You! |
Battle cry |
E: If escalation die is 3+, two allies can roll a save. |
Arrow of Verse |
Spells & Songs |
C: Recharge after battle is now 11+. |
Arrow of Verse |
Spells & Songs |
E: Bonus dice and miss dice are now d12s. |
Battle Chant |
Spells & Songs |
A: Use d6s instead of d4s for battle chant damage. |
Battle Chant |
Spells & Songs |
C: Once per day, expend a recovery to reroll a battle chant attack. |
Battle Chant |
Spells & Songs |
E: One battle per day, use d10s instead of d6s for battle chant damage. |
Befuddle |
Spells & Songs |
A: Recharge check for befuddle now 6+. |
Befuddle |
Spells & Songs |
C: Target of befuddle now only needs to be in sight. |
Befuddle |
Spells & Songs |
E: On a hit, the confusion effect is now save ends. |
Overworld Two-Step |
Spells & Songs |
C: Recharge check is 11+. |
Overworld Two-Step |
Spells & Songs |
E: Far away allies can now also have their positions swapped. |
Song of Thunder |
Spells & Songs |
C: Number of targets increases to 2d4. |
Song of Thunder |
Spells & Songs |
E: Two of the targets can now be far away. |
Soundburst |
Spells & Songs |
A: On a natural even hit, the dazed effect is now save ends. |
Soundburst |
Spells & Songs |
C: Spell is now recharge 16+ after battle. |
Soundburst |
Spells & Songs |
E: Spell now targets 1d4 + 1 enemies in a group. |
Vicious Mockery |
Spells & Songs |
A: Hit effect is now a save ends effect. |
Vicious Mockery |
Spells & Songs |
C: Recharge check for vicious mockery now 6+. |
Vicious Mockery |
Spells & Songs |
E: Natural even miss doesn't expend vicious mockery. |
Wild Heal |
Spells & Songs |
A: Wild heal is now recharge 16+ after battle. |
Wild Heal |
Spells & Songs |
C: Add a third random target. |
Wild Heal |
Spells & Songs |
E: Wild heal effect now provides free recoveries. |
Cleric Feats
Power Affected |
Pre-Req |
Tier: Why You’d Want It |
Heal |
Class |
A: Target can now be nearby instead of ally you're next to. |
Heal |
Class |
C: If target is unconscious, add 1d10 x your Cha mod to recovery. |
Heal |
Class |
E: Add +30 hp to recovery if you're next to target. |
Domain: Healing |
Talent |
A: Allies you heal can use your recoveries instead. |
Domain: Healing |
Talent |
C: Invocation of healing provides 2 extra uses of heal that battle. |
Domain: Healing |
Talent |
E: Allies you heal add triple your level hp instead of double. |
Domain: Justice OR Vengeance |
Talent |
A: You can give the reroll blessing to yourself. |
Domain: Justice OR Vengeance |
Talent |
C: When you gain a reroll blessing, gain two blessings instead of one. |
Domain: Justice OR Vengeance |
Talent |
E: Gain a +4 bonus to the rerolled attack. |
Dom: Knowledge OR Lore |
Talent |
A: Once per day, change knowledge skill roll to natural 20. |
Dom: Knowledge OR Lore |
Talent |
C: Now use a d4 for invocation instead of d6. |
Dom: Knowledge OR Lore |
Talent |
E: Gain a positive relationship point with different random icon each day. |
Domain: Life OR Death |
Talent |
A: The death save bonus is now +2. |
Domain: Life OR Death |
Talent |
C: Each battle, the first nearby ally that becomes staggered gains hit points equal to double your level. |
Domain: Life OR Death |
Talent |
E: You gain one free use of resurrection. |
Domain: Love OR Beauty |
Talent |
C: You gain a two-dice conflicted icon relationship instead. |
Dom: Protection OR Community |
Talent |
A: One ally can roll a save each time you target allies with a spell. |
Domain: Strength |
Talent |
A: Once per battle, deal bonus damage with melee attack, d4s equal to Strength modifier or level, whichever is higher. |
Domain: Strength |
Talent |
C: Damage bonus dice are now d8s instead of d4s. |
Domain: Strength |
Talent |
E: Once per day, the damage bonus dice are d20s instead of d8s. |
Domain: Sun or Anti-Undead |
Talent |
A: Your attacks dealing holy damage gain a +1 damage bonus per tier. |
Domain: Sun or Anti-Undead |
Talent |
C: Gain a +2 bonus to all defenses against attacks by undead. |
Domain: Sun or Anti-Undead |
Talent |
E: The Sun/Anti-Undead invocation also affects your allies' spells. |
Domain: Trickery OR Illusion |
Talent |
C: Your trick die can now be used for any d20 roll. |
Domain: Trickery OR Illusion |
Talent |
E: You get a free use of the trick die when the escalation die reaches 3+. |
Domain: War OR Leadership |
Talent |
A: The domain power works with any attack now. |
Domain: War OR Leadership |
Talent |
C: The attack bonus can now apply to multiple enemies you attack. |
Domain: War OR Leadership |
Talent |
E: Your allies also get a damage bonus against the enemies you attack equal to double your Cha mod. |
Circle of Prot |
Spells |
E: Spell is now recharge 16+ after battle instead of daily. |
Combat Boon |
Spells |
A: The combat boon save automatically succeeds if the attack is a crit. |
Combat Boon |
Spells |
C: Ally can roll a save even if attack misses. |
Javelin of Faith |
Spells |
A: Deals +1d6 damage vs. undamaged target. Increases at each tier. |
Javelin of Faith |
Spells |
C: Spell can now target far away enemy with –2 attack penalty. |
Javelin of Faith |
Spells |
E: Make the spell’s attack a second time when roll a natural 18+. |
Judgment |
Spells |
C: Spell now deals half damage on a miss. |
Judgment |
Spells |
E: Spell is now recharge 16+ after battle instead of daily. |
Mighty Healing |
Spells |
C: This spell is now a close-quarters spell. |
Prayer for Readiness |
Spells |
E: This spell is now a quick action to cast. |
Spirits of the Righteous |
Spells |
C: You also gain the AC bonus. |
Turn Undead |
Spells |
A: You can expend turn undead to gain an extra use of heal for one battle. |
Turn Undead |
Spells |
C: Target demons or undead with turn undead. |
Turn Undead |
Spells |
E: Increase target hp limit by 100 hp. |
Fighter Feats
Power Affected |
Pre-Req |
Tier: Why You’d Want It |
Extra Tough |
Class |
A: Gain an additional recovery. |
Threatening |
Class |
A: Deal damage to enemies that fail to disengage from you equal to your Dex or Con mod; increases at 5th and 8th level. |
Threatening |
Class |
C: Non-mook enemies that fail to disengage from you are vulnerable. |
Cleave |
Talent |
A: You can move to reach a new target before using your Cleave attack. |
Cleave |
Talent |
C: Use Cleave twice each battle now (but only once per round). |
Cleave |
Talent |
E: Gain a +4 bonus with Cleave attacks. |
Comeback Strike |
Talent |
A: You don't take the –2 penalty for Comeback Strike attacks. |
Comeback Strike |
Talent |
C: Once per day, use Comeback Strike twice in a battle. |
Comeback Strike |
Talent |
E: Gain a +4 bonus with Comeback Strike attacks. |
Counter-Attack |
Talent |
A: Counter-Attack attack now deals full damage. |
Counter-Attack |
Talent |
C: Use Counter-Attack once per turn instead of per round. |
Counter-Attack |
Talent |
E: Use Counter-Attack when escalation die is 3+. |
Deadeye Archer |
Talent |
A: Spend a quick action before attack to add your Dex mod to the damage if you miss. |
Deadeye Archer |
Talent |
C: Once per battle, your crit range with a ranged attack expands by +4. |
Deadeye Archer |
Talent |
E: Your crit range with ranged weapon attacks expands by +1. |
Heavy Warrior |
Talent |
A: Once per day, use Heavy Warrior twice in a battle. |
Heavy Warrior |
Talent |
C: Heavy Warrior now works against an attack vs. PD. |
Heavy Warrior |
Talent |
E: Once per day, reroll a recharge roll for a magic armor power. |
Power Attack |
Talent |
A: Deal Power Attack damage even if you miss. |
Power Attack |
Talent |
C: One battle per day, use Power Attack twice in a battle. |
Power Attack |
Talent |
E: Power Attack damage dice increase to 1d6 (1-H) or 1d8 (2-H). |
Skilled Intercept |
Talent |
A: You can pop free from up to 2 enemies when using Skilled Intercept. |
Skilled Intercept |
Talent |
C: Add escalation die to Skilled Intercept saves. |
Skilled Intercept |
Talent |
E: You do not take opportunity attacks while using Skilled Intercept. |
Tough as Iron |
Talent |
A: Once per day, rally a second time in the same battle using a quick action. |
Tough as Iron |
Talent |
C: Increase your total recoveries by 2. |
Tough as Iron |
Talent |
E: Gain another use of Tough As Iron when you roll a natural 20 with an attack. |
A Dozen Cuts |
Maneuver |
C: Once per battle, trigger a dozen cuts with a natural odd hit. |
Brace for It |
Maneuver |
A: Brace for it now works against any type of attack. |
Brace for It |
Maneuver |
C: Brace for it now works any number of times before your next turn. |
Carve an Opening |
Maneuver |
C: Crit range expands by +2 instead of +1. |
Combat Mastery |
Maneuver |
E: Combat mastery now triggers on any natural even hit. |
Deadly Assault |
Maneuver |
A: Effect now let’s you reroll 1s and 2s for damage. |
Deadly Assault |
Maneuver |
C: Deadly assault now triggers on any natural 17+. |
Defensive Fighting |
Maneuver |
A: AC bonus also applies to PD. |
Defensive Fighting |
Maneuver |
C: Bonus increases to +3. |
Defensive Fighting |
Maneuver |
E: AC bonus also applies to MD. |
Heavy Blows |
Maneuver |
C: Triggers on any miss if using two-handed weapon. |
Heavy Blows |
Maneuver |
E: Add double (1-H) or triple (2-H) the escalation die to miss damage. |
Hero’s Skill |
Maneuver |
C: Add +4 instead of +2. |
Hero’s Skill |
Maneuver |
E: The damage is no longer halved if the attack hits. |
Never Surrender |
Maneuver |
E: Gain a +2 bonus to your never surrender save. |
Precision Attack |
Maneuver |
A: Precision attack now works with ranged attacks. |
Punish Them |
Maneuver |
A: Stop the movement of the target of your punish them attack. |
Punish Them |
Maneuver |
C: Dazed effect is now a save ends effect (11+). |
Punish Them |
Maneuver |
E: Dazed effect is now weakened (11+ save ends). |
Second Shot |
Maneuver |
C: The second shot attack only takes a –2 penalty. |
Set 'em Up |
Maneuver |
E: The crit range bonus now also applies to any ally who attacks the target while you are engaged with the target. |
Shield Bash |
Maneuver |
A: Can pop the target free of your allies. |
Shield Bash |
Maneuver |
C: Once per battle, daze your shield bash target if it’s staggered. |
Spinning Charge |
Maneuver |
E: Your spinning charge attack deals full damage is esc die is 3+. |
Steady Now |
Maneuver |
C: Gain temporary hp equal to double your Con mod instead. |
Strong Guard |
Maneuver |
C: AC bonus also applies to PD. |
Strong Guard |
Maneuver |
E: Bonus increases to +3. |
Sword of Destiny |
Maneuver |
E: Now trigger sword of destiny with a natural 18+ if the esc die is 3+. |
Two-Weapon Pressure |
Maneuver |
C: The attack bonus increases to +4. |
Paladin Feats
Power Affected |
Pre-Req |
Tier: Why You’d Want It |
Smite Evil |
Class |
A: Gain a +4 attack bonus with Smite Evil attacks. |
Smite Evil |
Class |
C: Add a total of +2d12 damage with Smith Evil. |
Smite Evil |
Class |
E: Add a total of +4d12 damage with Smite Evil. |
Bastion |
Talent |
A: Increase your total recoveries by 1. |
Bastion |
Talent |
C: Once per day, use Bastion twice in a battle. |
Bastion |
Talent |
E: Your ally takes no damage; you still take half. |
Cleric Training |
Talent |
A: Use your Charisma as the attack ability for cleric spells. |
Cleric Training |
Talent |
C: Cast the cleric's heal spell twice per day. |
Cleric Training |
Talent |
E: Choose 2 cleric spells to gain instead of one. |
Fearless |
Talent |
A: Gain a +1 bonus to death saves. |
Fearless |
Talent |
C: Gain a +1 bonus to all saves except death saves. |
Fearless |
Talent |
E: Nearby allies gain a +1 bonus to death saves. |
Implacable |
Talent |
A: You gain a +1 bonus to saves. |
Implacable |
Talent |
C: Once per turn, you can take damage equal to your level to reroll a save. |
Implacable |
Talent |
E: You gain a +1 bonus to Physical Defense and a +1 bonus to Mental Defense. |
Lay on Hands |
Talent |
A: Add twice your Cha mod to Lay on Hands healing. |
Lay on Hands |
Talent |
C: Lay on Hands healing uses a free recovery instead of one of your own. |
Lay on Hands |
Talent |
E: Two additional uses of Lay on Hands each day. |
Paladin's Chal |
Talent |
A: The attack and disengage penalty is equal to –4 or to the esc. die, whichever is higher |
Paladin's Chal |
Talent |
C: You can have two enemies challenged at same time. |
Paladin's Chal |
Talent |
E: Enemies you challenge are vulnerable to your attacks. |
Path of URE |
Talent |
A: Once per day, reroll relationship dice with a good or ambiguous icon. |
Path of URE |
Talent |
C: Your melee and ranged attacks deal holy damage. |
Path of URE |
Talent |
E: Gain 1 relationship point with a good or ambiguous icon. |
Way of Evil Basd |
Talent |
A: Once per day, reroll relationship dice with evil or ambiguous icon. |
Way of Evil Basd |
Talent |
C: When your Smite Evil attack kills 3 or more mooks, you don’t expend it. |
Way of Evil Basd |
Talent |
E: Gain 1 relationship point with an evil or ambiguous icon. |
Ranger Feats
Power Affected |
Pre-Req |
Tier: Why You’d Want It |
Archery |
Talent |
A: Gain +2 attack bonus and +1 crit range to Archery rerolls. |
Archery |
Talent |
C: Once per day, use Archery twice in a battle. |
Archery |
Talent |
E: Once per day, turn a hit with a ranged attack into a crit. |
Double Melee Attack |
Talent |
A: Gain a +2 bonus with your second attack, if it's against a different target. |
Double Melee Attack |
Talent |
C: Once per battle, use Double Melee Attack after an odd attack roll. |
Double Melee Attack |
Talent |
E: Pop free of one enemy before a Double Melee Attack roll. Use your move action in between attacks. |
Double Ranged Attack |
Talent |
A: Gain a +2 bonus with your second attack, if it's against a different target. |
Double Ranged Attack |
Talent |
C: Once per battle, use Double Ranged Attack after an odd attack roll. |
Double Ranged Attack |
Talent |
E: Pop free of one enemy before a Double Ranged Attack roll. Use your move action in between attacks. |
Favored Enemy |
Talent |
A: Change your favored enemy during a full heal-up. |
Favored Enemy |
Talent |
C: Your crit range vs. favored enemies expands by 1. |
Favored Enemy |
Talent |
E: Choose a second non-humanoid type as favored enemy. |
Fey Queen's Enchantments |
Talent |
A: Choose which ability score to use for sorcerer spells you cast. |
Fey Queen's Enchantments |
Talent |
C: You can choose from sorcerer at-will spells. |
Fey Queen's Enchantments |
Talent |
E: Gain an additional sorcerer spell. |
First Strike |
Talent |
A: The crit range of your First Strike attacks expands by 1. |
First Strike |
Talent |
C: Once per day, deal triple damage with a First Strike crit. |
First Strike |
Talent |
E: Whenever you hit with a First Strike attack, you can reroll damage and take the best result. |
Lethal Hunter |
Talent |
A: Your crit range of Lethal Hunter attacks expands by 1. |
Lethal Hunter |
Talent |
C: Once per day, use Lethal Hunter against two enemies. |
Lethal Hunter |
Talent |
E: If the escalation die is 3+, your Lethal Hunter crits deal triple damage. |
Ranger ex Cathedral |
Talent |
A: Cast the cleric class feature heal spell once per battle. |
Ranger ex Cathedral |
Talent |
C: You can choose from cleric at-will spells. |
Ranger ex Cathedral |
Talent |
E: Gain an additional cleric spell. |
Ranger’s Pet |
Talent |
A: Your pet gains a third ability. |
Ranger’s Pet |
Talent |
C: Your pet gains a fourth ability. |
Ranger’s Pet |
Talent |
E: Your pet gains a fifth ability. |
Tracker |
Talent |
A: Use terrain stunt now in urban environments. |
Tracker |
Talent |
C: You can now track equally well in urban areas. |
Tracker |
Talent |
E: You can now track flying, teleporting, and other difficult to find creatures. |
2-Weap Mastery |
Talent |
A: Add your level to damage with missed melee attacks. |
2-Weap Mastery |
Talent |
C: Make an opportunity attack against an enemy who rolls a natural 1 against you with a melee attack. |
2-Weap Mastery |
Talent |
E: One battle per day, add twice your level to damage with missed attacks. |
Animal Comp |
Companion |
A: Once per day, companion can attack twice in a round. |
Animal Comp |
Companion |
A: Once per day, companion can make an enemy disengage check fail. |
Animal Comp |
Companion |
A: Once per day, reroll a companion's missed attack. |
Animal Comp |
Companion |
A: Your companion adds the escalation die to its attacks. |
Animal Comp |
Companion |
C: Once per day, companion can force a reroll that hits it. |
Animal Comp |
Companion |
C: Your Lethal Hunter talent also applies to companion. |
Animal Comp |
Companion |
C: Increase companion's PD and MD by +1. |
Animal Comp |
Companion |
E: Increase companion's damage die by one size. |
Animal Comp |
Companion |
E: Increase companion's AC by +1. |
Bear |
Companion |
C: Gains twice its level in temporary hp with each hit. |
Snake |
Companion |
C: Companion's ongoing damage increases to 3 x your level. |
Snake |
Companion |
E: Companion's ongoing damage increases to 4 x your level. |
Rogue Feats
Power Affected |
Pre-Req |
Tier: Why You’d Want It |
Sneak Attack |
Class |
A: Sneak Attack now works against lower initiative enemies in first round. |
Sneak Attack |
Class |
C: Sneak Attack now works against confused, dazed or weakened enemies. |
Sneak Attack |
Class |
E: Once per battle, replace normal miss damage with Sneak Attack damage. |
Trap Sense |
Class |
A: The attack reroll option can also apply to a nearby ally of the rogue. |
Trap Sense |
Class |
C: Gain a +3 bonus to skill check rerolls against traps. |
Trap Sense |
Class |
E: Take only half damage from trap attacks. |
Cunning |
Talent |
A: Gain a +1 bonus to MD. |
Cunning |
Talent |
C: Once per battle, reroll a save against an effect that hit you by overcoming your MD. |
Cunning |
Talent |
E: As champion feat, but now reroll saves once per save. |
Imp. Sneak Atk |
Talent |
A: Once per day, you can use Sneak Attack vs. an invalid target. |
Imp. Sneak Atk |
Talent |
C: Once per day, roll d20s for your Sneak Attack damage instead of d8s. |
Imp. Sneak Atk |
Talent |
E: One battle per day, ignore the once-per-round limitation for Sneak Attack damage. |
Murderous |
Talent |
A: Gain +2 attack bonus vs. staggered enemies. |
Murderous |
Talent |
C: Your crit range vs. staggered enemies expands by 2. |
Murderous |
Talent |
E: Staggered enemies that make melee attacks against you and miss are vulnerable to your attacks. |
Shadow Walk |
Talent |
A: On a miss, you can still use your move action normally. |
Shadow Walk |
Talent |
C: Twice per day, reroll an attack following use of shadow walk. |
Shadow Walk |
Talent |
E: Twice per day, return from shadow walk somewhere you wouldn't have been able to reach. |
Smooth Talk |
Talent |
A: Add your Cha mod to your Smooth Talk save. |
Smooth Talk |
Talent |
C: Success with Smooth Talk yields a 3-point positive relationship now. |
Smooth Talk |
Talent |
E: On failed Smooth Talk save, you a get 2-point conflicted relationship. |
Thievery |
Talent |
A: Gain thief's strike as a bonus power. |
Thievery |
Talent |
C: Once per day, deal full damage with a thief's strike attack instead of half damage. |
Thievery |
Talent |
E: Twice per level, steal with thief's strike things that can’t normally be stolen. |
Tumble |
Talent |
A: Ignore the penalty for disengaging from more than one enemy. |
Tumble |
Talent |
C: One battle per day, succeed on first disengage check each turn. |
Tumble |
Talent |
E: Roll a hard save (16+) to tumble out of critical hits, taking damage equal to attacker' level instead. |
Assassin’s Gambit |
Power |
E: Once per turn, gain extra standard action with power if you drop a mook. |
Bleeding Strike |
Power |
A: Ongoing damage to large or huge targets is 1d6 per level instead. |
Bleeding Strike |
Power |
C: A natural even miss deals ongoing damage equal to your level. |
Bleeding Strike |
Power |
E: Can use bleeding strike against enemies taking ongoing damage. |
Deadly Thrust |
Power |
A: Add your Str mod to miss damage. |
Deadly Thrust |
Power |
C: You can now target mooks with deadly thrust attacks. |
Deadly Thrust |
Power |
E: Add 5 x Strength mod to hit damage, if you don't include Sneak Attack. |
Death’s Twin |
Power |
E: If your first death’s twin attack is natural 18+, you can also target the same creature with your second attack. |
Deflection |
Power |
A: Also triggers on a ranged attack vs. AC. |
Deflection |
Power |
C: Deflected attack now deals full damage. |
Deflection |
Power |
E: Using the power no longer spends your momentum. |
Evasive Strike |
Power |
A: If you drop target, you can pop free from all foes. |
Evasive Strike |
Power |
C: On a natural even hit, +2 bonus to AC and PD against the next attack. |
Evasive Strike |
Power |
E: As champion feat, but now also +2 MD. |
Flying Blade |
Power |
A: On a crit, target is also dazed. |
Flying Blade |
Power |
C: Attack roll doesn't have to be even for Sneak Attack damage. |
Flying Blade |
Power |
E: Use flying blade with ranged weapons. |
Roll With It |
Power |
A: Also triggers on attack vs. PD. |
Roll With It |
Power |
C: Also triggers on a ranged attack. |
Roll With It |
Power |
E: Once per day, take damage equal to attacker's level instead of half damage. |
Spiky Bastard |
Power |
C: Spiky bastard damage now applies while you’re staggered. |
Spiky Bastard |
Power |
E: Spiky bastard damage is 15 instead of 10 when esc. die is 3+. |
Sure Cut |
Power |
C: Missing with sure cut doesn't count as a use of Sneak Attack damage. |
Swift Dodge |
Power |
C: Also triggers on attack vs. PD. |
Swift Dodge |
Power |
E: Rerolled attack takes a –2 penalty. |
Swift Riposte |
Power |
C: If your attack crits, the enemy misses. |
Swift Riposte |
Power |
E: Gain a +2 bonus with swift riposte attacks. |
True Targeting |
Power |
E: Regain your momentum if the invisible enemy's attack misses. |
Sorcerer Feats
Power Affected |
Pre-Req |
Tier: Why You’d Want It |
Breath weapon |
Class |
A: Failing a death save doesn’t cancel your breath weapon spells. |
Gather Power |
Class |
A: Once per battle, you choose a chaotic benefit. |
Gather Power |
Class |
C: Once per battle, gather power as a quick action if escalation die is 4+. |
Gather Power |
Class |
E: Roll 2 chaotic benefits if escalation die is 2+. |
Arcane Heritage |
Talent |
A: Use Charisma as the attack ability for wizard spells. |
Arcane Heritage |
Talent |
C: Cast wizard spells empowered. |
Blood Link |
Talent |
C: Gain another relationship point with an icon in your heritage. |
Chromatic Heritage |
Talent |
A: Gain +2 attack bonus with empowered breath weapon spells. |
Chromatic Heritage |
Talent |
C: Once per day, turn a breath weapon re-use failure into a success. |
Chromatic Heritage |
Talent |
E: One battle per day, gain resist dragon attack 16+. |
Fey Heritage |
Talent |
A: Use your Fey Heritage power twice per day now. |
Fey Heritage |
Talent |
C: Gain a +2 attack bonus vs. elves and creatures in elven sphere of influence. |
Fey Heritage |
Talent |
E: Once per battle, gain racial ability of an elf race when esc. die is 6+. |
Infernal Heritage |
Talent |
A: Gain resistance 12+ to fire and one other damage type. |
Infernal Heritage |
Talent |
C: Increase one of your resistances to 16+. |
Infernal Heritage |
Talent |
E: You can enter a spell frenzy as free action for free if esc die is 5+. |
Metallic Heritage |
Talent |
A: Gain resist energy 12+ for rest of battle as quick action. You choose type. |
Metallic Heritage |
Talent |
C: When your chaotic benefit increases your defenses, apply it to an ally. |
Metallic Heritage |
Talent |
E: One battle per day, gain resist demon attack 16+ instead of resist energy. |
Sorc’s Familiar |
Talent |
A: Familiar gains another randomly changing ability. |
Sorc’s Familiar |
Talent |
C: Once per level, familiar can cast one of your expended spells. |
Sorc’s Familiar |
Talent |
E: Familiar gains another randomly changing ability. |
Spell Fist |
Talent |
A: When you miss with spell vs. engaged enemy, add Cha mod to miss damage. Damage increases at each tier. |
Spell Fist |
Talent |
C: Once per battle, include an enemy engaged with you in a spell targeting other foes. |
Spell Fist |
Talent |
E: Once per day, include all enemies engaged with you as targets of an empowered spell. |
Undead Heritage |
Talent |
A: Decrease your total recoveries by 1; gain a +2 bonus to death saves. |
Undead Heritage |
Talent |
C: Increases your resistance to 16+ and attack bonus vs. undead by +1. |
Undead Heritage |
Talent |
E: Gain +1 attack bonus if you cut off hand and put out eye. |
Breath of Black |
Spell |
E: On a miss, ongoing damage is now doubled. |
Breath of Blue |
Spell |
E: The spell can now target a far away enemy. |
Burning Hands |
Spell |
A: On a miss, deal fire damage equal to any die that rolled max. |
Burning Hands |
Spell |
C: Choose another target for spell when you roll a natural 18+. |
Burning Hands |
Spell |
E: Can now target all enemies engaged with you in addition to normal targets. |
Calling the Blood |
Spell |
E: Roll two d6s, then choose the roll you want. |
Chaos Bolt |
Spell |
A: No penalty for attacking a far away enemy. |
Chaos Bolt |
Spell |
C: Roll on epic table for chaotic benefit, or choose it, depending on tier. |
Echoing Thunder |
Spell |
C: Empowering echoing thunder doubles its aftershock damage. |
Lightning Fork |
Spell |
A: Once per battle, reroll a lightning fork attack. |
Lightning Fork |
Spell |
C: Lightning fork not expended if you miss all targets. |
Lightning Fork |
Spell |
E: Recharge roll is now 11+. |
Resist Energy |
Spell |
A: Add another target with the spell. |
Scorching Ray |
Spell |
A: You can now target far away enemies, but with a –2 penalty. |
Scorching Ray |
Spell |
C: The spell attack can deal random energy damage instead of fire. |
Scorching Ray |
Spell |
E: No penalty for attacking a far away enemy. |
The Elven Shadows |
Spell |
E: Once per battle, you can instead teleport to a far away location you can see. |
Wizard Feats
Power Affected |
Pre-Req |
Tier: Why You’d Want It |
Ritual Magic |
Class |
C: Can cast full rituals in 1d3 + 1 rounds. |
Abjuration |
Talent |
A: Bonus also applies to PD. |
Abjuration |
Talent |
C: Gain 2d12 temp hp when you cast a daily spell. |
Abjuration |
Talent |
E: Bonus also applies to MD. |
Cantrip Mastery |
Talent |
A: You can now use cantrip-style versions of any spell you know. |
Evocation |
Talent |
C: When you evoke, reroll one natural attack roll that is less than esc. die. |
High Arcana |
Talent |
C: You can now cast counter-magic twice per battle. |
High Arcana |
Talent |
E: You can cast counter-magic in reaction to any magical action. |
Color Spray |
Spell |
A: The weakened effect hp threshold increases by 5 hp. |
Color Spray |
Spell |
C: On a miss, deal damage equal to your level. |
Color Spray |
Spell |
E: The spell now targets 1d3 + 1 creatures. |
Confusion |
Spell |
A: You can choose a new miss effect that dazes all missed targets. |
Confusion |
Spell |
C: Each failed save by the target deals 6d10 psychic damage to it. |
Confusion |
Spell |
E: Confused effect now requires a difficult save (16+). |
Denial |
Spell |
C: The target of the spell is also hampered on a natural even miss. |
Denial |
Spell |
E: The spell now targets 1d4 + 1 enemies. |
Disintegrate |
Spell |
E: The spell now targets a far away creature. |
Fireball |
Spell |
C: Target 1d4 enemies instead of 1d3 when you cast the spell recklessly. |
Fireball |
Spell |
E: The spell now targets 1d3 + 1 enemies. |
Force Salvo |
Spell |
A: You can now target one creature with bolts until you hit it once. |
Force Salvo |
Spell |
C: On a miss, deal damage equal to level with a bolt. |
Force Salvo |
Spell |
E: Increase the number of bolts by 1. |
Hold Monster |
Spell |
A: Regain the spell if you miss all targets with it. |
Hold Monster |
Spell |
C: The spell can now target 2 enemies under the hp limit. |
Hold Monster |
Spell |
E: Increase the hp limit by +50 hp. |
Lightning Bolt |
Spell |
C: Deal 10 ongoing lightning damage on a natural even hit. |
Lightning Bolt |
Spell |
E: Deal 20 ongoing lightning damage (hard save) on a natural even hit. |
Magic Missile |
Spell |
A: Now choose two targets for the spell, each getting half damage dice. |
Magic Missile |
Spell |
C: Roll a d20 with the spell to see if you crit. |
Magic Missile |
Spell |
E: Use d8s instead of d4s for damage dice at spell levels 7 and 9. |
Meteor Swarm |
Spell |
E: Damage from each meteor is now 5d4 x 10. |
Ray of Frost |
Spell |
A: On a natural even hit, daze the target if it’s staggered. |
Ray of Frost |
Spell |
C: The spell’s target can now be far away. |
Ray of Frost |
Spell |
E: You can have the spell deal lightning or negative energy damage. |
Rebuke |
Spell |
A: Deal double your level psychic damage when you roll a natural even hit. |
Rebuke |
Spell |
C: Also daze a target (save ends) you hit with the spell. |
Rebuke |
Spell |
E: Daze a target for a round when you roll a natural even miss. |
Shield |
Spell |
A: You choose which attack roll the attacker must use. |
Shield |
Spell |
C: The spell’s recharge roll is now 6+. |
Shield |
Spell |
E: Hit or miss, take only half damage from attack you use shield against. |
Shocking Grasp |
Spell |
A: Cast the spell as a quick action now. |
Shocking Grasp |
Spell |
C: Once per battle, you can also daze a target you hit with the spell. |
Shocking Grasp |
Spell |
E: Use d8s instead of d6s for the spell’s damage dice. |
Teleport |
Spell |
E: You can now cast the spell on nearby allies; if allies are close, you can teleport to a location known by an ally. |
Teleport Shield |
Spell |
C: When your teleport shield attack misses, the attack isn’t expended that round. |
Teleport Shield |
Spell |
E: You can now teleport an enemy to a location far away you can see. |
Utility Spell |
Spell |
A: Each utility spell slot lets you cast two spells. |
Utility Spell |
Spell |
C: Each utility spell slot lets you cast three spells. |
Wizard’s Familiar |
Talent |
A: Familiar gains another ability. |
Wizard’s Familiar |
Talent |
C: Once per level, your familiar can cast one of your expended spells. |
Wizard’s Familiar |
Talent |
E: Familiar gains another ability. |