Feats

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.