Talent
Abjuration
Whenever you cast a daily wizard spell, you gain a +4 AC bonus until the end of your next turn.
The bonus also applies to your Physical Defense.
You gain 2d12 temporary hit points each time you cast a daily spell.
The bonus also applies to Mental Defense.
Animal Companion
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
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
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
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.
Once per day, your animal companion can attack twice in a round with a standard action.
Once per battle, your animal companion can turn a disengage success by an enemy it is engaged with into a failure.
Once per day, reroll one of your animal companion's missed attack rolls.
Your animal companion adds the escalation die to its attacks.
Once per day, your animal companion can force an enemy to reroll an attack that hit it.
Your Lethal Hunter talent also applies to your animal companion.
Increase your animal companion's Physical Defense and Mental Defense by +1.
Increase your animal companion's damage die by one size (for example, from d6s to d8s, or d8s to d10s)
Increase your animal companion's AC by +1.
Arcane Heritage
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.
Use your Charisma as the attack ability for the wizard spell you choose with your Arcane Heritage talent.
You can cast your wizard spells empowered as if they were sorcerer powers. Generally, empowering wizard spells only helps by doubling the damage.
Bastion
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.
Increase your total number of recoveries by 1.
Once per day, you can use Bastion twice in the same battle.
When you use Bastion now, your ally takes no damage. You still lose hit points equal to half the damage.
Blood Link
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.)
Gain another relationship point with an icon associated with one of your heritage talents. As above, you must follow the relationship maximums.
Cantrip Mastery
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.
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
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.
You gain a +2 attack bonus with empowered breath weapon spells.
Once per day, turn a failed breath weapon re-use roll into a success.
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
Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp.
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.
You can use Cleave twice each battle, but only once a round.
You gain a +4 attack bonus with your Cleave attacks.
Cleric Training
Choose one cleric spell of your level or lower. That spell is now part of your powers. (You can change out the spell normally.)
You can use your Charisma as the attack ability for cleric spells you can cast.
You can now cast the cleric class feature heal spell twice per day.
Choose two cleric spells instead of one.
Comeback Strike
Once per battle as a free action, make another attack with a –2 penalty after your first fighter attack during your turn misses.
You no longer take the –2 penalty to your Comeback Strike attacks.
Once per day, you can use Comeback Strike twice in a battle.
You gain a +4 attack bonus with your Comeback Strike attacks.
Counter-Attack
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.)
Your Counter-Attack attack now deals full damage.
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).
You can now use Counter-Attack when the escalation die is 3+.
Cunning
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.
You gain a +1 bonus to Mental Defense.
Once per battle, reroll a save against an effect from an attack that originally hit your Mental Defense.
Your once-per-battle save reroll is now once per save.
Deadeye Archer
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.
If you spend a quick action to aim before making a ranged basic attack, add your Dexterity modifier to the damage if you miss.
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.
Your crit range with ranged weapon attacks expands by 1 (usually to 19+).
Divine Domain
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
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).
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
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.
You can change your favored enemy by meditating when you take a full heal-up.
Your crit range for attacks against favored enemies expands by 1 (to +3).
Choose a second non-humanoid monster type as a favored enemy.
Fearless
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.
You gain a +1 bonus to death saves.
You gain a +1 bonus to all saves except death saves.
Your nearby allies gain a +1 bonus to death saves.
Fey Heritage
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) |
You can now invoke your Fey Heritage talent in two battles each day.
You gain a +2 attack bonus against elves and monsters in the elven sphere of influence (including the Drider, Storm Giant, and Medusa).
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
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).
You can choose which ability score you want to use as the attack ability for sorcerer spells you can cast.
You can now choose from sorcerer at-will spells.
You gain an additional sorcerer spell of your choice that is your level or lower; a total of two from this talent.
First Strike
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.
The crit range of your First Strike attacks expands by 1 (to +3).
Once per day, deal triple damage with a First Strike crit instead of double damage.
Whenever you hit with a First Strike attack, you can reroll your damage once and use the higher roll.
High Arcana
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
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.
You gain a +1 bonus to saves.
Once during your turn as a free action, you can choose to lose hit points equal to your level to reroll a save.
You gain a +1 bonus to Physical Defense and Mental Defense.
Improved Sneak Attack
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 |
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.
Once per day, roll d20s for your Sneak Attack damage instead of d8s.
One battle per day, ignore the limitation that you can use Sneak Attack damage only once per round.
Infernal Heritage
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.
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.
Increase one of your resistances to 16+.
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
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.
Add twice your Charisma modifier to the healing provided by Lay on Hands.
Lay on Hands healing uses a free recovery instead of one of your own.
You can now use Lay on Hands four times per day instead of two.
Metallic Protector Heritage
Your rolls to re-use breath weapon spells during a fight gain a +2 bonus.
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.
When you gather power and your chaotic benefit increases your defenses, you can choose one nearby ally to gain the same defense bonus.
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
Against staggered enemies, your crit range with rogue attacks expands by 2.
You gain a +2 attack bonus against staggered enemies.
Your crit range against staggered enemies expands by 2 (now +4).
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
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.
The attack and disengage penalty for challenged enemies (but not for you) is equal to –4 or to the escalation die, whichever is higher.
You can have two challenges active at the same time against different enemies.
Enemies you challenge are vulnerable to your attacks.
Path of Universal Righteous Endeavor
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.
Once per day, you can reroll your relationship dice with a heroic or ambiguous icon.
All of your melee and ranged attacks deal holy damage.
You gain an additional relationship point with a heroic or ambiguous icon.
Polysyllabic Verbalizations
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
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.
You can cast the cleric class feature heal spell once per battle.
You can now choose from cleric at-will spells.
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
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:
- The creature is your pet or friend instead of your familiar.
- Your pet is fully natural rather than partially magical.
- Your pet can end up with more abilities, if you choose.
Your pet gains a third ability.
Your pet gains a fourth ability.
Your pet gains a fifth ability.
Ranger's Pet (Familiar Rules)
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
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.
You can pop free from up to two enemies when using Skilled Intercept.
You gain a bonus to your Skilled Intercept save equal to the escalation die.
Enemies can't make opportunity attacks against you during your Skilled Intercept movement.
Smooth talk
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.)
Add your Charisma modifier to your Smooth Talk save rolls.
Success with your Smooth Talk talent gives you a 3-point positive relationship instead.
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
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.
Your familiar gains another randomly changing ability.
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.
Your familiar gains another randomly changing ability.
Sorceror's Familiar (Rules)
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
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.
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.
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.
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.
Strategist
You rely on planning, teamwork, and calm execution of orders as a commander instead of charismatic presence. Any time an element of the commander class refers to Charisma, you can replace that element with a reference to Intelligence. In addition, you start every battle with 1 additional command point.
You gain 1 additional point in a background related to military history, strategy, command, or warfare. You can use this background point to raise that background beyond the normal maximum of 5.
When you roll a die to find out how many allies one of your commands or tactics targets, add +1 to the result.
Once per day as a free action, you can gain a number of command points equal to your Intelligence modifier.
Sword of Victory
When your melee attack drops a non-mook enemy to 0 hp, or drops three or more mooks, you gain 1 command point.
You only have to drop 2 or more mooks instead of 3 to gain the command point.
You gain 2 command points instead of 1 when you drop a non-mook enemy to 0 hp.
Once per day as a quick action, you can gain command points equal to the number of icon relationship points you have with the any one icon associated with battle or victory.
Tactician
You rely on perception, intuition, and common sense as a commander instead of charismatic presence. Any time an element of the commander class refers to Charisma, you can replace that element with a reference to Wisdom. In addition, one battle per day, you can reroll your initiative if you don’t like the first result. You must take the re-rolled result.
You gain 1 additional point in a background related to military history, strategy, command, or warfare. You can use this background point to raise that background beyond the normal maximum of 5.
Once per day after a battle, you can gain a bonus to all recharge rolls you make for your expended tactics equal to your Wisdom modifier.
Once per day as a free action, you can choose a tactic you don’t normally possess and use it as if you did (you don’t get any feats associated with it).
Thievery
You have the Thief background at its full possible bonus of +5, without having to spend your normal background points on it.
Regardless of your level, you gain the bonus power thief's strike in addition to your normal number of powers.
Once per day, you can deal full damage with thief's strike instead of half damage.
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
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.
Your grasp of the way the world is put together increases; you now can use terrain stunt in urban environments.
You can track as well in urban areas as you do in the wilderness.
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
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.
You ignore the penalty for disengaging from more than one enemy at a time.
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.
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
You gain a +1 attack bonus when fighting with a one-handed melee weapon in each hand.
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.
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.
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
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.
Decrease your total recoveries by 1; you gain a +2 bonus to death saves.
Your resist negative energy power improves to 16+, and the attack bonus against undead increases to +2.
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
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.
Once per day, you can reroll your relationship dice with a villainous or ambiguous icon.
When one of your Smite Evil attacks drops three or more mooks, it is not expended.
You gain an additional relationship point with a villainous or ambiguous icon.
Wizard's Familiar
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).
Your familiar gains another ability.
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.
Your familiar gains another ability.