12.3 Feat Descriptions
Each feat has a set of benefits it provides to a character with the feat. Some feats also have specific requirements that a character must meet before taking the feat. These are listed under a Prerequisites heading. If a character loses the prerequisites for a feat, they lose all benefits of the feat until they meet the prerequisites again.
12.3.1 Arbalist [Combat]
Prerequisite: Dexterity 2, Perception 1.
1st – Rapid Reload: Crossbows that normally require a minor action for you to reload instead take a non-action, like bows. This allows you to reload them any number of times per round. You must still have a free hand, if one would normally be required.
1st – Steady Bolts: You reduce your longshot penalty with crossbows by 1.
6th – Multiload: Whenever you load a non-repeating crossbow, you can load it with two bolts instead of one. When you shoot a multiloaded crossbow, you take a -1 accuracy penalty, but the strike has an additional secondary target within 15 feet of the primary target. That extra target cannot already be a target of the strike. If the two bolts have different properties, you choose which target is affected by which bolt when you shoot the crossbow.
12th – Rapid Reload+: Once per round, you can reload a crossbow that would normally require a standard action to reload as a free action. When you do, you increase your fatigue level by one. You can combine this with reloading the same crossbow as a standard action if the crossbow would need multiple standard actions to reload.
12th – Steady Bolts+: The penalty reduction increases to 2.
18th – Multiload+: The number of secondary targets increases to two, and the maximum distance between the primary target and each secondary target increases to 30 feet.
12.3.2 Ascetic [General]
Prerequisite: Willpower 1.
1st – ✨ Ascetic Archetype: Choose one archetype from your base class that you do not already have any ranks in. You are rank 1 in that archetype, and gain the appropriate abilities. Your rank in that archetype increases by 1 at 6th level, and every 3 levels thereafter.
1st – Deny Wealth: You cannot knowingly own, consume, or use any item or collection of items that is worth more than 1gp. If you do, you lose all benefits of this feat, and you suffer a -2 penalty to all attacks, checks, and defenses. These penalties last until you spend a month following this restriction again. If you break this prohibition under duress, including magical compulsion, these penalties only last for three days.
Any item you craft yourself is exempt from this limitation, as long as the raw materials used to create the item have a value less than 1gp. You are allowed to carry valuable items as long as you gain no direct benefit from them, so you can hold items for your allies or carry gold until you can find an appropriate place to donate it. You can also interact with expensive structures that you do not own, such as ornate doors.
1st – ✨ Sanctified Garb: Any clothing you wear provides a +3 bonus to your Armor defense and a +2 bonus to your durability. You can still wear body armor on top of your clothing. However, this bonus is considered to come from body armor, so you use the higher Armor defense value and durability bonus from your clothing and your armor.
You can attune any number of times to your sanctified garb. Each attunement increases the durability it provides by 2. For example, if you attune to it twice, it would provide a +6 bonus to your durability.
6th – Open Mind: You gain an additional insight point.
6th – ✨ Renounce Legacy: You do not choose a legacy item, and you do not gain any legacy item upgrades (see Legacy Items). Instead, you gain a +1 bonus to your non-Armor defenses.
12th – ✨ Renounce Legacy+: The defense bonus increases to +2.
12th – ✨ Sanctified Garb+: The Armor defense bonus increases to +4.
18th – Open Mind+: You gain two additional insight points.
18th – ✨ Renounce Legacy++: The defense bonus increases to +3.
12.3.3 Awareness Specialization [Skill]
Prerequisite: Awareness as a trained skill.
1st – Specialization: You gain a +2 bonus to the Awareness skill.
6th – Extraordinary Senses: You gain one of the following senses: blindsense (15 ft.), darkvision (60 ft.), low-light vision, or tremorsense (15 ft.). As normal, if you already have the chosen sense from another source, you sum the ranges from both abilities to determine your total range with that sense.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Extraordinary Senses+: You can choose an additional sense from the list given in your extraordinary senses ability, except that the range is doubled. You cannot choose the same sense that you chose with your extraordinary senses ability. However, you can also change the sense you chose with that ability.
12.3.4 Balance Specialization [Skill]
Prerequisite: Balance as a trained skill.
1st – Specialization: You gain a +2 bonus to the Balance skill.
6th – Precise Step: You are unaffected by difficult terrain from mundane natural sources, such as heavy undergrowth.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – ✨ Air Dancer: You can attempt to move on surfaces that cannot support your weight, as described below.
- Surfaces that can support at least a quarter of your weight, such as thin tree branches and dense liquids, are difficulty value 15.
- Surfaces that can support at least a tenth of your weight, such as water, are difficulty value 20.
- Surfaces that can support at least a hundredth of your weight, such as tree leaves, are difficulty value 25.
- Surfaces that cannot support your weight at all, such as air, are difficulty value 30.
Success means you move along the surface. Failure means you fall through the surface, and you cannot use this ability again during the current phase. The difficulty value increases by 5 for each consecutive round that you spend moving in this way.
12.3.5 Barbaric Ancestry ✨ [Ancestry, Magical]
Prerequisite: Strength, Dexterity, and Constitution sum to at least 3
Special: You can only have one Ancestry feat.
1st – ✨ Ancestral Battlecry:
| Ancestral Battlecry ✨ | Standard action |
Tags: Swift
Cost: You can increase your fatigue level by one to use this ability as a minor action.
_______________________________________________________________________________________________________
Three ghostly spirits of your ancestors appear around you. They cannot be attacked or interacted with. Whenever you make a melee strike, each spirit mimics you. For each spirit that mimics you, the strike can affect an additional secondary target of your choice within 15 foot range of you, even if you are not adjacent to it.
At the end of each subsequent round after you use this ability, one of the spirits disappears. When all of the spirits have disappeared, this effect ends.
6th – Blood of My Ancestors: You gain a +1 bonus to vital rolls and a +2 bonus to your durability.
12th – ✨ Ancestral Protectors: While you have at least one ghostly spirit active from your ancestral battlecry ability, you gain a +1 bonus to your Armor defense. In addition, you create four spirits when you use that ability rather than three.
18th – ✨ Ancestral Guide: The last ghostly spirit from your ancestral battlecry ability lasts indefinitely. You can choose to dismiss it as a free action.
18th – Blood of My Ancestors+: The vital roll bonus increases to +2, and the durability bonus increases to +4.
12.3.6 Battle Armory [Combat]
Prerequisite: Strength 1, Dexterity 2.
1st – Mobile Armory: You can store up to ten items for easy access on your body, rather than five (see Storing Items).
1st – Overburdened Quickdraw: Once per round, you can draw or sheathe any non-shield weapon as a free action. This does not count against your normal one free action object manipulation per round (see Manipulating Objects). If you have the Armed and Ready fighter ability with the same effect, you can use both free actions separately, allowing you to draw or sheathe two weapons per round as a free action.
6th – ✨ Legacy Armory: You do not choose an individual weapon as a legacy item (see Legacy Items). Instead, if you choose weapons as your legacy item category, you always treat one weapon you wield as your legacy item. If you wield more than one weapon at a time, you can choose which of your weapons is your legacy item as a free action once per round.
6th – ✨ Rapid Attunement: You can use the item attunement ability to attune to weapons and armor as a minor action (see Item Attunement).
12th – Versatile Force: You gain a +1 bonus to your magical power and mundane power.
18th – ✨ Magic Armory: You gain an additional attunement point.
18th – Versatile Force+: The power bonus increases to +2.
12.3.7 Blindfighter [Combat]
Prerequisite: Perception 2.
1st – Unerring: You are unaffected by 20% miss chances, such as from concealment. When you have a 50% miss chance, such as while blinded (50% miss chance, -2 defenses), you reroll the miss chance once and keep the better result. This does not prevent your attacks from failing for other reasons.
6th – Blindsight: You gain blindsense with a 90 foot range, allowing you to sense your surroundings without light (see Blindsense). If you already have blindsense, the range of your blindsense increases by 90 feet. In addition, you gain blindsight with a 30 foot range, allowing you to see without light (see Blindsight). If you already have blindsight, the range of your blindsight increases by 30 feet.
12th – Unseeing Precision: You gain a +1 accuracy bonus.
12th – Unerring+: You are unaffected by all miss chances.
18th – Blindsight+: The range of your blindsense increases by 90 feet. In addition, the range of your blindsight increases by 150 feet.
12.3.8 Blood Magic ✨ [Casting, Magical]
Prerequisite: Access to a mystic sphere, Constitution 2.
1st – ✨ Bloodspell: Whenever you cast a spell, you may use this ability. When you do, you gain a +1 accuracy bonus with the spell. In exchange, you lose two hit points. This hit point loss increases to four hit points at level 7, eight hit points at level 13, and sixteen hit points at level 19.
6th – ✨ Blood-Sworn Allegiance: You can swear a blood oath to your allies in a ritual. You automatically fail any attack rolls you make against a creature that you have sworn this blood oath with. Any missed attacks against those creatures have no effect, even if the attack would normally deal damage on a miss. Those creatures have the same effects if they try to attack you. This allows you to safely use area spells that include your allies as targets, since they will suffer no ill effect from the attack.
12th – ✨ Fountain of Blood: At the end of each round, if you did not use your bloodspell ability that round, you regain hit points equal to your magical power.
18th – ✨ Bloodspell+: The accuracy bonus increases to +2.
12.3.9 Boongiver ✨ [Casting, Magical]
Prerequisite: Access to a mystic sphere.
1st – ✨ Share Boon:
| Share Boon ✨ | Triggered |
_______________________________________________________________________________________________________
You can use this ability when you cast a spell with the Attune tag. The spell’s Attune tag changes to Attune (target). Choose one ally within Medium (60 ft.) range. That ally is the target of the spell, and the spell affects that creature as if it were you instead of affecting you.
If the spell would normally grant you special actions, the target uses its own statistics to determine the results of those actions rather than your statistics. For example, it would use its own accuracy and magical power to attack if you cast the eyes of flame spell on it.
You can only use this ability to affect one spell at a time. If you use it again, the original ally’s attunement to the old spell ends.
6th – ✨ Versatile Boon Lore: You learn additional spell. The spell must have the Attune tag, but you do not need to have access to the mystic sphere it is from. The mystic sphere it is from must still be part of your magic source. As normal, you can exchange this spell for other spells as you gain access to new spell ranks, but the spell must always have the Attune tag.
12th – ✨ Share Boon+: You can use your share boon ability on up to two spells at once. If you use the ability while it already affects another spell, you choose which spells are affected by the ability.
18th – ✨ Sustain Attunement: Whenever you cast an Attune spell that is not a deep attunement, you can choose to replace its Attune tag with the Sustain (minor) tag.
12.3.10 Brawler [Combat]
Prerequisite: Strength 1, Dexterity 1.
1st – Unarmed Warrior: You deal 1d6 damage with the punch/kick natural weapon (see Natural Weapons). In addition, you treat that weapon as having the Light weapon tag, which allows you to make dual strikes with it more easily (see Dual Strikes). This ability does not stack with the ability of the same name from the Perfected Form monk archetype (see Perfected Form).
1st – Brawling Expertise: You gain a +1 bonus to your brawling accuracy (see Brawling Accuracy).
6th – Larger than Life: You are treated as one size category larger than your actual size for the purpose of Size-Based Brawling abilities.
12th – Unarmed Warrior+: The damage increases to 1d8.
12th – Brawling Expertise+: The bonus from your brawling expertise ability increases to +2.
18th – Grapple Supremacy: When you grapple a target with the grapple ability, you automatically take control of the grapple (see Controlling a Grapple).
18th – Unarmed Warrior++: The damage increases to 1d10.
12.3.11 Celestial Ancestry ✨ [Ancestry, Magical]
Prerequisite: Non-evil alignment.
Special: You can only have one Ancestry feat.
1st – ✨ Celestial Benevolence:
| Celestial Benevolence ✨ | Standard action |
Tags: Swift
_______________________________________________________________________________________________________
Choose an ally within Short (30 ft.) range. While the target is within Short (30 ft.) range of you, it takes half damage from all damaging effects (minimum 1). Whenever it takes damage that is reduced in this way, you take the same amount of damage. This does not cause you to suffer any other non-damaging effects of the attack. This ability lasts until you dismiss it or until you use it again.
A creature that sees an attack against an ally redirected in this way can observe that you are the cause of the redirection with a difficulty value 5 Awareness check. While this ability is active, you cannot be affected by other creatures using this ability on you.
6th – ✨ Healing Radiance: When you use the recover ability, you briefly emit brilliant illumination in a Large (60 ft.) radius zone from you. At the end of each round, each ally in the radius of brilliant illumination regains hit points equal to a quarter of your maximum hit points.
12th – ✨ Angel Wings: You gain feathery wings that sprout from your back. These wings grant you a slow fly speed with a maximum height of 15 feet (see Flight). As a free action, you can increase your fatigue level by one to ignore this height limit until the end of the round. The wings themselves are mundane, but the ability to fly and glide with them is magical ✨.
18th – ✨ Angel Wings+: The height limit increases to 30 feet.
18th – ✨ Celestial Benevolence+: When you use this ability, you can choose an additional ally you touch.
12.3.12 Chameleon [General]
Prerequisite: Disguise as a trained skill, Intelligence 2.
1st – Adaptive Specialty: As a free action, if you do not already have an adaptive specialty active, you can choose an adaptive specialty from the list below. You immediately gain the benefits of that adaptive specialty as a Swift effect. Whenever you finish a short rest, you can deactivate your adaptive specialty, losing all of its benefits.
- Martial: You become proficient with all non-exotic weapons and an additional armor usage class of your choice. You must be proficient with light armor to become proficient with medium armor, and you must be proficient with medium armor to become proficient with heavy armor.
- Mystic ✨: You gain the ability to use wands as if you were able to cast arcane spells (see Magic Implements). Your maximum spell rank for this purpose is 1. This spell rank increases by 1 at 6th level, and every 3 levels thereafter.
- Primal: You gain a +2 bonus to your fatigue tolerance.
- Skilled: You gain a +1 bonus to all skills.
6th – Adaptive Archetype: Choose one archetype that you currently have, and two archetypes you do not have from among any of your classes. You cannot choose an archetype that you have which is a prerequisite for another archetype that you have. These three archetypes are your adaptive archetypes.
As a free action, if you do not already have an adaptive archetype active, you can choose one of your adaptive archetypes. You immediately gain all benefits of that archetype as a Swift effect. Whenever you finish a short rest, you can deactivate your adaptive archetype, losing all of its benefits. You must track which choices you made for each archetype that you lose access to in this way, such as which spells and maneuvers you learned. When you regain access to that archetype, you must make the same choices.
12th – Universal Adaptation: You gain a +1 bonus to your mundane power and magical power. You also gain a +2 bonus to your durability.
18th – Adaptive Specialty+: The effects of your adaptive specialty ability improve, as described below.
- Martial: You gain a +1 bonus to your Armor defense.
- Mystic: You gain a +2 bonus to your Mental defense.
- Primal: The fatigue tolerance bonus increases to +4.
- Skilled: The skill bonus increases to +2.
12.3.13 Climb Specialization [Skill]
Prerequisite: Climb as a trained skill.
1st – Specialization: You gain a +2 bonus to the Climb skill.
6th – Climb Speed: You gain an average climb speed (see Movement Modes).
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Endless Creature Climb: You do not suffer a cumulative -2 penalty to your accuracy with the creature climb ability for each round you spend climbing (see Creature Climb).
12.3.14 Craft Specialization [Skill]
Prerequisite: Any Craft skill as a trained skill.
1st – Specialization: You gain a +2 bonus to all Craft skills.
6th – ✨ Craft Magic Item: You can imbue items with magic using your crafting skill. There are two ways to craft magic items: by sacrificing valuable raw materials or by salvaging other magic items. If you sacrifice valuable raw materials, you must destroy trade goods or gold pieces as if you were buying an item one rank lower than the item you are crafting (see Item Ranks). If you salvage another magic item, you must either destroy a non-consumable magic item that is at least one rank higher than the item you are crafting, or destroy a non-consumable magic item with the exact same effect as the item you are crafting. As normal, you can treat five items of one rank as being equivalent to a single item of one rank higher for either of these crafting methods.
Crafting a magic item in this way normally requires 24 hours of continuous work which may be split between any number of crafting sessions. You can make weaker items more quickly. The time required to craft magic items is halved for every rank by which your highest rank exceeds the item’s rank, to a minimum of 15 minutes.
You can also mend a broken magic item if it is one that you could make, or transfer a magical property from one item to a nonmagical item. If you transfer an item property in this way, the magic item ability must be valid for the new item. If you do so, you treat the item as if it were two ranks lower than its actual rank for the purpose of determining the cost and crafting time, to a minimum rank of 0. You cannot mend a destroyed magic item.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Craft Magic Item+: The time required for you to craft a magic item is reduced to 8 hours.
12.3.15 Creature Handling Specialization [Skill]
Prerequisite: Creature Handling as a trained skill.
1st – Specialization: You gain a +2 bonus to the Creature Handling skill.
6th – Binding Command: You can sustain the effect of the command ability from the Creature Handling skill with a minor action instead of with a standard action. For details, see Creature Handling.
6th – Efficient Training: You can teach a creature a trick with 12 hours of work, split as you choose, rather than in a week of 4 hour sessions (see Teach Trick). In addition, you can train creatures to learn two bonus tricks beyond their normal maximum (see Bonus Tricks).
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Battleforged Companion: You can teach a creature the Battleforged Companion trick. This does not work on creatures that are already significantly enhanced or altered from their natural state, such as a druid’s natural servant or a ranger’s animal companion. The difficulty value to train the trick is 20. A creature with the trick gains a +2 bonus to accuracy and all defenses.
12.3.16 Deception Specialization [Skill]
Prerequisite: Deception as a trained skill.
1st – Specialization: You gain a +2 bonus to the Deception skill.
6th – ✨ Forked Tongue:
| Forked Tongue | Minor action |
_______________________________________________________________________________________________________
Whenever you speak, you can say the same words with two different vocal patterns, such as tone or accent, though you cannot significantly change the volume. You can freely choose which creatures hear which pattern, treating all creatures you are not aware of as a single group.
You can freely choose different vocal patterns each round that you sustain this ability.
_______________________________________________________________________________________________________
Level 12: You can speak entirely different words with your two voices.
Level 18: You can also speak with a third voice, using separate words and vocal patterns.
6th – Undetectable Lies: Any magical ✨ abilities which detect lies are unable to detect lies you speak. This does not protect you from magical effects which control your actions, such as by compelling you to tell the truth.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – ✨ Deceive Reality:
Cost: You cannot use this ability again until you finish a long rest.
_______________________________________________________________________________________________________
You tell a lie that becomes true. The lie must not directly affect any creatures. The effects of the lie must be mundane, so you cannot create artifacts or specific spell effects. You cannot affect anything beyond one mile from you, ignoring line of sight and line of effect. In addition, all effects of this ability end after ten minutes. However, within those limits, you can generally alter reality around you.
Some examples of lies that would be valid to use with this ability are “I have a bathtub full of diamonds in the other room”, “Suddenly, all of the torches in the room were extinguished simultaneously”, and “Don’t worry, my basement cellar has always had an escape tunnel for emergencies”.
12.3.17 Devices Specialization [Skill]
Prerequisite: Devices as a trained skill.
1st – Specialization: You gain a +2 bonus to the Devices skill.
6th – Rapid Improvisation: It takes you only a standard action to make a device of up to Tiny size with the improvise ability (see Improvise).
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Rapid Improvisation+: It takes you only a standard action to make a device of up to Small size with the improvise ability (see Improvise).
12.3.18 Disguise Specialization [Skill]
Prerequisite: Disguise as a trained skill.
1st – Specialization: You gain a +2 bonus to the Disguise skill.
6th – Versatile Disguise: Whenever you use the disguise creature and emulate creature abilities on yourself, you may simultaneously create two different disguises. This takes twice as long as creating a single disguise. You can change your appearance between the two chosen disguises as a minor action.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Quick Change: You can create disguises with the disguise creature, emulate creature, and versatile disguise abilities as a single standard action, regardless of the complexity of the disguise.
12.3.19 Draconic Ancestry [Ancestry]
Special: You can only have one Ancestry feat.
1st – Draconic Ancestry: Choose a type of dragon from among the dragons on Table 12.2: Dragon Types. You have the blood of that type of dragon in your veins. You are impervious (+4 defenses) to attacks with that dragon’s associated tag.
| Dragon | Tag | Breath Weapon |
| Black | Medium (30 ft.), 5 ft. wide line |
|
| Blue | Medium (30 ft.), 5 ft. wide line |
|
| Brass | Medium (30 ft.), 5 ft. wide line |
|
| Bronze | Medium (30 ft.), 5 ft. wide line |
|
| Copper | Medium (30 ft.), 5 ft. wide line |
|
| Gold | Small (15 ft.) cone |
|
| Green | Small (15 ft.) cone |
|
| Red | Small (15 ft.) cone |
|
| Silver | Small (15 ft.) cone |
|
| White | Small (15 ft.) cone |
1st – Scales: You gain a +1 bonus to your Armor defense.
1st – Draconic Weapons: You gain a bite natural weapon and two claw natural weapons, one on each arm. For details, see Table 9.6: Natural Weapons.
6th – Draconic Breath:
| Draconic Breath | Standard action |
Cost: You briefly cannot use this ability again.
_______________________________________________________________________________________________________
This ability’s tag matches your dragon’s associated tag. Make an attack vs. Reflex against everything in the area defined by the type of dragon from your draconic ancestry ability (see Table 12.2: Dragon Types).
Hit: 1d8 damage + power.
Miss: Half damage.
_______________________________________________________________________________________________________
Level 9: The area increases. A line breath weapon becomes a Large (60 ft.), 5 ft. wide line. A cone breath weapon becomes a Medium (30 ft.) cone.
Level 12: The damage increases to 1d6 damage plus 1d6 per 2 power.
Level 15: The area increases. A line breath weapon becomes a Huge (90 ft.), 10 ft. wide line. A cone breath weapon becomes a Large (60 ft.) cone.
Level 18: The damage increases to 1d10 damage plus 1d10 per 2 power.
12th – Draconic Ancestry+: You become immune to attacks with your dragon’s ability tag.
12th – Draconic Wings: You gain leathery wings that sprout from your back. These wings grant you a slow fly speed with a maximum height of 15 feet (see Flight). As a free action, you can increase your fatigue level by one to ignore this height limit until the end of the round. The wings themselves are mundane, but the ability to fly and glide with them is magical ✨.
18th – Scales+: The Armor defense bonus from your scales ability increases to +2.
18th – Draconic Wings+: The speed increases to average.
12.3.20 Duelist [Combat]
Prerequisite: Dexterity 2, Perception 1.
1st – Duel Focus: At the start of each round, you may choose a creature you can see. During that round, you gain a +1 bonus to your defenses against that creature’s attacks.
6th – Deliver the Duel:
| Deliver the Duel | Standard action |
_______________________________________________________________________________________________________
Make a melee strike. This strike only targets a single creature, even if your weapon would normally have the Sweeping tag. If you are the creature’s only enemy adjacent to it, you deal 1d6 extra damage. If that creature is not adjacent to any of its allies, you deal 1d6 extra damage. This extra damage stacks if both circumstances apply.
_______________________________________________________________________________________________________
Level 9: The strike deals double weapon damage.
Level 12: The extra damage from both circumstances increases to 2d6.
Level 15: The extra damage from both circumstances increases to 4d6.
Level 18: The extra damage from both circumstances increases to 4d10.
12th – Defensive Stance: You gain a +1 bonus to your Armor defense as long as you wield a non-Projectile weapon using at least one hand. This bonus is doubled if you are not using a shield, and are not gaining any shield bonus to your Armor defense by other means.
18th – Duel Focus+: The bonus from your duel focus ability increases to +2.
12.3.21 Endurance Specialization [Skill]
Prerequisite: Endurance as a trained skill.
1st – Specialization: You gain a +2 bonus to the Endurance skill.
6th – Delay Condition: Whenever you gain a condition, you can make an Endurance check. The difficulty value starts at 10 and increases by 5 in each subsequent round. Success means that you do not suffer the effects of the condition. You must repeat this check at the end of each subsequent round to continue to delay the effects of the condition. Failure means that the condition has its normal effect on you.
You can only delay one of your conditions in this way. If you gain a new condition, you can choose to either delay the new condition or continue delaying the old condition. If some other effect would delay the effects of the condition, such as a fighter’s disciplined reaction ability, you do not have to start Endurance checks with this ability until after that delay ends.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Ignore Vital Wound: Whenever you gain a vital wound, you can choose to be unaffected by its vital wound effect after making the vital roll. It still penalizes your future vital rolls. You can only ignore one vital wound in this way at a time. If you ignore a new vital wound, you suffer the full effects of the old vital wound.
12.3.22 Entropist ✨ [General, Magical]
Prerequisite: Willpower 2.
1st – ✨ Sudden Entropy:
| Sudden Entropy ✨ | Standard action |
_______________________________________________________________________________________________________
Make an attack vs. Fortitude against one creature or object within Short (30 ft.) range. If the target is vulnerable (-4 defenses) to any ability tags, there is a 50% chance that this ability has that tag.
Hit: 1d10 damage + half power.
Miss: 50% of the time, you still deal half damage.
_______________________________________________________________________________________________________
Level 3: The damage increases to 1d8 + power.
Level 6: The damage increases to 1d6 per 2 power.
Level 9: The damage increases to 1d6 + 1d6 per 2 power. In addition, any extra damage is doubled.
Level 12: The damage increases to 1d8 + 1d8 per 2 power.
Level 15: The damage increases to 1d10 + 1d10 per 2 power.
Level 18: The damage bonus increases to 1d6 + 1d6 per power.
6th – ✨ Friend of Chaos: Whenever you roll to determine a random effect, such as a miss chance or a sorcerer’s wild magic ability, you may reroll once. If you do, you must keep the second result. This includes random effects for that do not explicitly tell you to roll, such as your behavior while confused (-2 defenses, randomly attack or defend), as long as they have a percentage chance that is internal to your character. However, vital rolls and your sudden entropy ability are unaffected by this ability.
12th – ✨ Entropic Defense: Whenever you are hit by a critical hit, there is a 50% chance that the attack is treated as a regular hit against you instead of a critical hit. This is not affected by your friend of chaos ability, since the attacker rolls this chance instead of you.
18th – ✨ Master of Chaos: Whenever you roll to determine a random effect, you can use this ability. When you do, you increase your fatigue level by one, and you may freely choose the random result. You can use this ability after seeing what your result would have been. Vital rolls and your sudden entropy ability cannot be affected by this ability. After using this ability, you briefly cannot use it again.
12.3.23 Executioner [Combat]
Prerequisites: Perception 2.
1st – Marked for Execution: You consider living creatures that either have a vital wound or are injured to be marked for execution. Several abilities from this feat affect creatures marked for execution. You can automatically identify whether creatures you see are marked for execution.
1st – Finishing Blow: You gain a +1 accuracy bonus against creatures that are marked for execution.
6th – Blood Sense: You gain lifesense with a 60 foot range, allowing you to sense the location of living things without light (see Lifesense). Your lifesense functions like lifesight against creatures who are marked for execution, allowing you to see them perfectly. In addition, you do not need line of sight or line of effect to see creatures that are marked for execution with lifesight. This allows you to see them through solid objects, but grants you no special ability to attack through solid objects, so your attacks are still affected normally by cover.
12th – Finishing Blow+: The accuracy bonus increases to +2.
18th – Death is Coming: Whenever you deal damage to a creature that is marked for execution, you are briefly honed (+4 accuracy with crits).
12.3.24 Fateweaver [General, Magical]
Prerequisite: Perception 2.
1st – ✨ Inevitable Attack: Whenever you would make an attack roll, you can instead determine if an attack result of 5 + your accuracy with the attack would result in a hit. If it does, you hit the target without making an attack roll. Otherwise, you roll the attack roll normally. This does not allow you to bypass other effects that can cause you to miss without making an attack roll, such as a miss chance.
If the attack roll is already affected by the Inevitable Spell ability from a moirai votive, you instead determine if an attack result of 7 + your accuracy would hit.
6th – ✨ Fateseal:
| Fateseal ✨ | Standard action |
_______________________________________________________________________________________________________
Make an attack vs. Mental against one creature within Medium (60 ft.) range.
Hit: The target is fatesealed as a condition. Whenever a creature makes an attack roll against it, if the attack result would be less than 5 + their accuracy with that attack, treat it as 5 + their accuracy with that attack instead. This does not affect extra dice from exploding attacks.
Critical hit: This condition must be removed an additional time before the effect ends.
_______________________________________________________________________________________________________
You gain a +2 accuracy bonus for every 3 levels beyond 6.
12th – ✨ Inevitable Success: Whenever you would make a check, you can instead determine if a check result of 5 + your modifier with the check would result in a success. If it does, you succeed a the check without making a roll. Otherwise, you roll the check normally.
18th – ✨ Fated Victory: The fixed results from your inevitable attack and inevitable success abilities each increase to 7 + your accuracy or modifier.
12.3.25 Flexibility Specialization [Skill]
Prerequisite: Flexibility as a trained skill.
1st – Specialization: You gain a +2 bonus to the Flexibility skill.
6th – Rapid Escape: You can escape bindings and use the escape grapple ability as a move action, rather than as a standard action.
6th – Rapid Squeeze: Your movement speed is not reduced while squeezing (-2 Armor and Ref).
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Rapid Escape+: You can also escape bindings and use the escape grapple ability as a minor action.
18th – Unnatural Flexibility: You take no penalties while squeezing (-2 Armor and Ref).
12.3.26 Fortune’s Friend [General]
Prerequisite: None.
1st – Lucky Numbers: Choose any two numbers from 1 to 9. Those are your lucky numbers.
1st – Lucky Hit: Whenever you roll one of your lucky numbers on your first die for an attack roll, the attack roll explodes (see Exploding Attacks). This does not affect bonus dice from explosions.
6th – Lucky Break: Whenever you roll one of your lucky numbers on your first die for a check, the check explodes just like an attack. This does not affect bonus dice from explosions, so your checks can only explode once. This only applies the first time you attempt a task. If you retry the same task, your checks do not explode.
12th – Lucky Numbers+: You can choose a third lucky number from 1 to 9.
18th – Lucky Miss: All targeted attacks against you have a 10% miss chance. If they would already have a miss chance, that miss chance instead increases by 10%.
12.3.27 Gestalt [General]
1st – Archetype Fusion: Choose one archetype from your base class that you do not already have any ranks in. When you gain this ability, you become rank 1 in that archetype, and gain the appropriate abilities. Whenever you gain an additional archetype rank, you can choose to increase your rank in any of the archetypes you have access to, up to your normal maximum rank for your level. Since you have access to more archetypes than normal, you can split your archetype ranks between all of your archetypes, so they will not all have the same rank.
You must still increase your rank in each archetype in order. For example, you cannot choose the rank 1 and rank 3 abilities from an archetype without also gaining its rank 2 ability.
6th – Skill Fusion: Choose any two skills that have the same key attribute. You treat those skills as being the same for you. If you are trained in one skill, you are trained in both, but you gain no special benefit for being separately trained in both skills. Any other modifiers that you have which apply to one skill also apply to the other skill. Multiple enhancement bonuses do not stack, even if you have one enhancement bonus for one skill and another enhancement bonus for the other skill. The only exception is that size modifiers to the Stealth skill cannot be applied to other skills in this way (see Size and Weight).
12th – Archetype Fusion+: You can choose a second archetype from your base class that you do not already have ranks in. This does not increase your rank in that archetype, but you become eligible to increase your rank in that archetype when you level up.
18th – Archetype Rank: You gain an additional archetype rank.
12.3.28 Ghostblade ✨ [Combat, Magical]
Prerequisite: Dexterity 1, Willpower 2.
1st – ✨ Ghost Shroud: Your Constitution does not increase your injury point (see Injury Point). You can also use the lower of your Dexterity and Willpower in place of your Constitution to determine your hit points.
1st – ✨ Ghost Step: When you use the sprint ability, you can become invisible during that phase (see Invisible, and Sprint). This usually makes it impossible for creatures to react to your movement, such as by using the block or follow abilities (see Movement Abilities). This ability has the Swift tag, so it affects attacks against you during the current phase. After using this ability, you briefly cannot use it again.
6th – ✨ Spectral Armament: The equipment you choose as your legacy item becomes ghostly and translucent (see Legacy Items). If you chose a weapon, it is treated as cold iron, and you can choose to give attacks with it the Cold tag. If you chose an implement, you can choose to give all magical ✨ abilities you use the Cold tag. Otherwise, you are impervious (+4 defenses) to Cold attacks and all attacks by incorporeal creatures.
6th – ✨ Spectral Slice:
| Spectral Slice ✨ | Standard action |
_______________________________________________________________________________________________________
Make a melee strike. The attack is made against the target’s Reflex defense instead of its Armor defense. You use the higher of your magical power and your mundane power to determine your damage with this ability (see Power).
Hit: If your attack also hits the target’s Fortitude defense, it is briefly slowed (-10 speed, -2 Armor and Ref).
Injury: If your attack also hits the target’s Fortitude defense, it is slowed (-10 speed, -2 Armor and Ref) as a condition.
_______________________________________________________________________________________________________
Level 9: The strike deals double weapon damage.
Level 12: The strike deals extra damage equal to half your power.
Level 15: The extra damage increases to 2d6 + half your power.
Level 18: The extra damage increases to 4d6 + your power.
12th – ✨ Ghost Step+: When you use your ghost step ability, you can also become incorporeal for the duration of the movement. This ability has the Swift tag, so it grants you the defensive benefits of being incorporeal during the current phase. If you choose not to become incorporeal, you do not have to wait briefly before being able to use your ghost step ability again.
18th – ✨ Half Spirit: Your injury point is set to 0, so you are only injured while you have no remaining hit points.
12.3.29 Greatweapon Warrior [Combat]
Prerequisite: Strength 3.
1st – Resounding Impact: Whenever you get a glancing blow with a melee strike using a weapon you hold in two hands, you deal full damage instead of half damage.
6th – Cleave: Whenever you make a melee strike using a weapon you hold in two hands, it gains the Sweeping (1) tag (see Sweeping). If the weapon already has the Sweeping tag, you increase the tag’s value by 1, allowing you to choose an additional secondary target.
12th – Great Power: You gain a +1 bonus to your magical power and mundane power.
18th – Great Power+: The bonus increases to +2.
18th – Smash Apart: Whenever you deal damage to a creature or object with a melee strike using a weapon you hold in two hands, you can push that creature or object up to 15 feet in a straight line directly away from you. If the creature gained an injury from your attack, you fling it instead of pushing it. You can only move any individual creature or object in this way once per round. This is a Size-Based effect.
12.3.30 Heavenly Warrior [Combat]
Prerequisite: Str 2, Jump as a trained skill.
1st – Featherlight Leap: Your maximum jumping height is equal to your maximum horizontal jump distance, rather than half that distance (see Jumping). If you have the float like air monk ability with the same effect, you instead gain a +10 foot bonus to your horizontal jump distance.
6th – Call to Heaven:
| Call to Heaven | Standard action |
Tags: Brawling (see text)
_______________________________________________________________________________________________________
Make a brawling attack vs. Brawn against one creature or object adjacent to you. If you hit, and you are strong enough to carry the target, you fling it up to 10 feet vertically. This leaves it midair, which normally makes it unsteady (-2 accuracy, Armor, Brawn, Ref). On a critical hit, the maximum fling distance is doubled. You can then jump up to their height, assuming it is within your maximum jump height.
Whether you hit or missed with the first attack, you can then make a melee strike against the target. The flinging attack has the Brawling tag, but the strike does not.
After you finish using this ability, the target immediately falls to the ground, which typically causes it to take falling damage (see Falling Damage).
_______________________________________________________________________________________________________
Rank 4: The maximum fling distance increases to 20 feet.
Rank 5: The strike deals double damage.
Rank 6: The maximum fling distance increases to 40 feet.
Rank 7: The strike deals triple damage, and the maximum fling distance increases to 60 feet.
12th – Heavenly Domain: You gain a +2 accuracy bonus against creatures that are midair.
18th – Heavenly Descent:
| Heavenly Descent | Triggered |
Once per round, when you land from an intentional jump, you can make an attack vs. Fortitude against each enemy adjacent to you that is shorter than the apex of that jump.
12.3.31 Intimidate Specialization [Skill]
Prerequisite: Intimidate as a trained skill.
1st – Specialization: You gain a +2 bonus to the Intimidate skill.
6th – Greater Demoralize: When you use the demoralize ability, the target is frightened by you even if it is not injured. For details, see Demoralize.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Cower in Fear: Creatures that are frightened or panicked by you suffer a penalty to their Armor, Brawn, Fortitude, and Reflex defenses equal to the penalty they suffer to their Mental defense.
12.3.32 Iron Will [General]
Prerequisite: Willpower 2.
1st – Mental Discipline: You gain a +2 bonus to your Mental defense. In addition, you automatically detect any Compulsion or Emotion effects on you which are Subtle. This does not make you immune to those effects, but it may help you control your reactions.
6th – Unclouded Mind: You are immune to being stunned (-2 defenses) and confused (-2 defenses, randomly attack or defend).
12th – Mental Discipline+: The defense bonus from your mental discipline ability increases to +4.
18th – Unclouded Mind+: You are immune to all Compulsion and Emotion attacks.
12.3.33 Juggernaut [Combat]
Prerequisite: Strength 1, Constitution 2.
1st – Unstoppable: You are immune to being slowed (-10 speed, -2 Armor and Ref), and your movement speed is not reduced by difficult terrain. You can also move through spaces occupied by enemies, but you must still end your movement in an unoccupied space.
6th – Trample:
| Trample | Standard action |
Tags: Brawling, Size-Based
_______________________________________________________________________________________________________
Move up to your speed in a straight line. Then, make a brawling attack vs. Brawn against each creature whose space you moved through in this way.
Hit: 1d8 damage + power.
Miss: Half damage.
_______________________________________________________________________________________________________
Level 9: The damage increases to 1d6 damage per 2 power.
Level 12: The damage increases to 1d6 damage plus 1d6 per 2 power.
Level 15: The damage increases to 1d8 damage plus 1d8 per 2 power.
Level 18: The damage increases to 1d10 damage plus 1d10 per 2 power.
12th – Sheer Power: You gain a +1 bonus to your magical power and mundane power.
12th – Unblockable: Your attacks deal double damage to walls, doors, and similar vertical obstructions that block passage. This does not affect your damage to other objects. Whenever you touch a wall created by a Barrier ability, it is immediately destroyed unless its rank exceeds your character rank.
18th – Sheer Power+: The bonuses increase to +2.
18th – Unstoppable+: You are immune to teleport, push, and fling effects from attacks. This does not affect movement effects used by your allies. You are also immune to being grappled unless you initiate the grapple.
12.3.34 Knowledge Specialization [Skill]
Prerequisite: Any Knowledge skill as a trained skill.
1st – Specialization: You gain a +2 bonus to all Knowledge skills.
6th – Studied Defense: You gain +1 bonus to your choice of your Brawn, Fortitude, Reflex, or Mental defense. Whenever you finish a short rest, you can change the defense this bonus applies to.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Studied Defense+: The bonus increases to +2.
12.3.35 Leadership [Combat]
Prerequisite: Either Intelligence 2 or Willpower 2.
1st – Battle Command:
| Battle Command | Standard action |
Tags: Auditory
_______________________________________________________________________________________________________
Choose an ally within Medium (60 ft.) range. The target becomes focused (roll attacks twice) and gains a +1 accuracy bonus this round.
_______________________________________________________________________________________________________
Level 9: The accuracy bonus increases to +2.
Level 18: The accuracy bonus increases to +3.
6th – Encouraging Presence: As long as you are conscious, your allies who can see or hear you are immune to being frightened (-2 Mental, -2 accuracy vs. source) and panicked (-4 Mental, cannot attack source).
12th – Bolster:
| Bolster |
Standard action |
Tags: Auditory, Emotion, Swift
Cost: You briefly cannot use this ability again.
_______________________________________________________________________________________________________
Each ally within a Large (60 ft.) radius from you is either empowered (add rank to damage) or steeled (immune to crits) this round. You must make the same choice for all allies.
_______________________________________________________________________________________________________
Level 18: Each target is both empowered and steeled this round.
18th – Stabilizing Presence: As long as you are conscious, your allies who can see or hear gain a +2 bonus to their vital rolls.
12.3.36 Living Weapon [Combat]
Prerequisite: Strength and Constitution sum to at least 3
1st – Made of Iron: You gain a +4 bonus to your defenses when determining whether an attack gets a critical hit against you instead of a normal hit.
1st – My Body Is My Weapon: You deal 1d8 damage with the punch/kick natural weapon. In addition, you treat that weapon as having the Light weapon tag, which allows you to make dual strikes with it more easily (see Dual Strikes). If you also have the Unarmed Warrior ability from the monk class or Brawler feat, you choose which style of punch/kick weapon to use whenever you make a strike.
6th – Legacy Written In Bone: You do not choose an individual weapon as a legacy item (see Legacy Items). Instead, if you choose weapons as your legacy item category, you choose magic weapon abilities that apply to all natural weapons you use.
12th – Forged in the Flame of Life: You gain a +1 bonus to your Constitution.
12th – My Body Is My Weapon+: The damage increases to 1d10.
18th – Made of Steel: You are steeled (immune to crits).
18th – My Body Is My Weapon++: The damage increases to 2d6.
12.3.37 Maneuverist [Combat]
Prerequisite: Intelligence 2.
1st – Maneuver Access: You gain access to one combat style that you did not already have access to (see Combat Styles). In addition, you learn one rank 1 maneuver from that combat style. You may spend insight points to learn one additional maneuver from that combat style per insight point.
Maneuvers granted by this feat are not martial maneuvers. They cannot be improved with the enhanced maneuvers ability from fighter or any other class.
6th – Maneuver Expertise: You gain a +1 accuracy bonus with your rank 1 maneuvers from this feat. This bonus increases by 1 at 9th level, and every 3 levels thereafter.
9th – Maneuver Rank: You become a rank 3 combat style user. This gives you access to maneuvers that require a minimum rank of 3.
12th – Maneuver Expertise+: You gain a +1 accuracy bonus with your rank 3 maneuvers from this feat. This bonus increases by 1 at 15th level, and every 3 levels thereafter.
12th – Maneuver Knowledge: You learn one maneuver.
15th – Maneuver Rank: You become a rank 5 combat style user. This gives you access to maneuvers that require a minimum rank of 5.
18th – Maneuver Expertise+: You gain a +1 accuracy bonus with your rank 5 maneuvers from this feat. This bonus increases by 1 at 21st level.
18th – Maneuver Knowledge+: You learn one maneuver.
21st – Maneuver Rank: You become a rank 7 combat style user. This gives you access to maneuvers that require a minimum rank of 7.
12.3.38 Martial Training [Combat]
1st – Equipment Expertise: You choose one of the following benefits. Unless otherwise noted in its description, you can only choose each benefit once. In addition, you can spend insight points to gain one additional benefit per insight point.
- You gain proficiency with a usage class of armor (light, medium, or heavy). You can choose this ability multiple times, choosing a different usage class each time. Gaining proficiency with medium armor requires proficiency with light armor, and gaining proficiency with heavy armor requires proficiency with medium armor.
- You gain proficiency with all non-exotic weapons from one weapon group of your choice. You can choose this ability multiple times, choosing a different weapon group each time.
- You gain proficiency with exotic weapons from a weapon group of your choice. You must already be proficient with all non-exotic weapons from that weapon group. You can choose this ability multiple times, choosing a different weapon group each time.
- You gain a +1 bonus to your vital rolls.
- You gain a +1 bonus to your mundane power.
6th – Versatile Blow:
| Versatile Blow | Standard action |
_______________________________________________________________________________________________________
Make a strike and choose either precision or power. If you choose precision, you gain a +3 accuracy bonus. If you choose power, the strike deals extra damage equal to half your power.
_______________________________________________________________________________________________________
Level 9: +5 accuracy, or 1d4 + half power extra damage.
Level 12: +10 accuracy, or 1d4 + power extra damage
Level 15: +15 accuracy, or 2d8 + power extra damage.
Level 18: +20 accuracy, or 3d6 + 1d6 per 2 power extra damage.
12th – Equipment Training+: You gain two additional equipment training abilities of your choice.
18th – Martial Expert: You gain a +1 accuracy bonus with strikes.
12.3.39 Medicine Specialization [Skill]
Prerequisite: Medicine as a trained skill.
1st – Specialization: You gain a +2 bonus to the Medicine skill.
6th – Healing Touch:
| Healing Touch | Standard action |
Tags: Swift
Cost: One fatigue level from the target.
_______________________________________________________________________________________________________
Choose yourself or a living ally you touch. The target regains 6d6 hit points. In addition, make a Medicine check. For each poison on the target, if your check result beats a difficulty value equal to 10 + twice its rank, the effect is removed.
_______________________________________________________________________________________________________
Level 9: The healing increases to 5d10.
Level 12: The healing increases to 7d10.
Level 15: The healing increases to 10d10.
Level 18: The healing increases to 14d10.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Vital Touch: When you use your healing touch ability, the target can also remove one vital wound. If it does, its increases its fatigue level by three.
12.3.40 Mental Magic ✨ [Casting, Magical]
Prerequisite: Spellcasting ability, Willpower 3.
1st – ✨ Mental Casting: You connect to the magical essence of the universe differently from other spellcasters, allowing you to cast spells with purely mental effort. None of your spells have somatic components or verbal components.
6th – ✨ Fractured Mind: Once per round, you can sustain an ability with the Sustain (minor) tag as a free action.
12th – ✨ Potent Mind: You gain a +1 bonus to your magical power.
18th – ✨ Fractured Mind+: You can also use your fractured mind ability to sustain abilities with the Sustain (standard) tag. Whenever you sustain a Sustain (standard) ability in this way, you increase your fatigue level by one.
18th – ✨ Potent Mind+: The magical power bonus from your potent mind ability increases to +2.
12.3.41 Mystic Archer ✨ [Casting, Magical]
Prerequisite: Access to a mystic sphere.
1st – ✨ Magical Projectiles: Whenever you make a ranged strike with a Projectile weapon, you can choose to treat that as a magical ✨ ability. When you do, you use your magical power to determine your damage instead of your mundane power (see Power).
1st – ✨ Imbue Projectile:
| Imbue Projectile ✨ | Standard action |
Tags: Attune
_______________________________________________________________________________________________________
Choose a spell you know that does not have the Attune or Sustain tags. The spell’s power is imbued in a projectile you hold. Unlike most Attune abilities, you can attune to this ability any number of times, choosing a different spell and projectile each time. An individual projectile can only be imbued with this ability once, even if multiple creatures use this ability on the same projectile.
When you make a strike with that projectile, the spell takes effect on one primary target of the strike. Area spells use the corner of the target’s square that is closest to you as their point of origin. If the spell has a direction, such as a cone or line, it faces directly away from you.
The spell takes effect even if the strike misses. Any attacks you make for the spell are reactive attacks, and are rolled separately from your attack roll with the strike.
After the spell takes effect, you briefly cannot trigger any more spells you imbued this ability, and this ability ends. If you fire multiple projectiles imbued with this ability at once, one of the spells takes effect and the others do not.
6th – ✨ Guided Projectiles: Your ranged strikes with Projectile weapons are unaffected by all miss chances, such as from concealment. This does not prevent your attacks from failing for other reasons.
12th – ✨ Imbue Projectile+: Each time you attune to your imbue projectile ability, you can imbue two different projectiles with two different spells. Your attunement to the ability ends when both spells have taken effect.
18th – ✨ Phasing Projectiles: Your ranged strikes with Projectile weapons are unaffected by cover. In addition, you can ignore all physical obstacles in single one-foot span. This can allow you to fire projectiles through creatures or solid walls, though it does not grant you the ability to see through a wall.
12.3.42 Mystic Synthesist ✨ [Casting, Magical]
Prerequisite: Access to a mystic sphere, Intelligence 3.
1st – ✨ Invented Metamagic: Choose one invented metamagic ability from the list below. You apply that metamagic ability to one spell you know. You can spend insight points to learn one additional invented metamagic ability per insight point. Each individual spell can only have one metamagic applied, including metamagic from your class (if any). Whenever you learn a new spell, you may change which specific spells your metamagic abilities affect.
- Brutish: You use your Strength in place of your Willpower to determine your magical power with the spell.
- Chaining: The spell chains once. You can only apply this augment to targeted damaging spells.
- Delayed: The spell does not take effect immediately. Instead, it repeats during your next action.
- Dominating: You use your Willpower in place of your Perception to determine your accuracy with the spell. You can only apply this augment to non-damaging spells with the Compulsion tag.
- Finesse: You use your Dexterity in place of your Perception to determine your accuracy with the spell. However, when you cast the spell, you take a -1 penalty to your Armor and Reflex defenses that round as a Swift effect.
- Point Blank: You gain a +1 enhancement bonus to accuracy with the spell against each target that is within half the spell’s maximum range from you. You can only apply this augment to targeted spells with a defined range.
- Sanguine: You use your Constitution in place of your Willpower to determine your magical power with the spell. However, when you cast the spell, you lose hit points equal to the spell’s rank.
- Seeking: The spell ignores cover and concealment.
- Sympathetic: The spell includes you as a target and automatically hits you. As long as you are not immune to the spell or any part of its effects, this grants you a +2 enhancement bonus to accuracy with the spell against its other targets. You can only apply this augment to targeted damaging spells.
6th – ✨ Prolific Inventor: You gain an additional insight point.
12th – ✨ Prolific Inventor+: You gain an additional insight point.
18th – ✨ Unbound Creativity: You can apply two metamagic effects to your spells, rather than the normal limit of one.
12.3.43 Null [General]
Prerequisite: Willpower 2.
1st – Mundane Resilience: You gain a +2 bonus to your durability.
1st – Nullify Magic: You gain a +4 bonus to your defenses against magical ✨ abilities. In exchange, you lose the benefits of all magical abilities you possess. You are unable to attune to any magical abilities, such as magic items or spells cast by other creatures. You cannot use potions or other similar magic items or abilities that affect you personally, even if they do not require attunement. In addition, you are never considered an ally for a magical ability, even while unconscious.
6th – Shred Magic:
| Shred Magic | Standard action |
_______________________________________________________________________________________________________
Make a strike that deals extra damage equal to half your power. You gain a +2 accuracy bonus with the strike for each of the following conditions that is true:
- The target has any magical ✨ abilities.
- The target is currently attuned to any effects.
- The target used a magical ✨ ability as a standard action or elite action during the previous round.
_______________________________________________________________________________________________________
Level 9: The extra damage increases to 1d6 + half your power.
Level 12: The extra damage is reduced to 1d6, but the strike deals double damage.
Level 15: The extra damage increases to 2d6.
Level 18: The strike deals triple damage.
6th – Personal Legacy: You do not choose a legacy item, and you do not gain any legacy item upgrades (see Legacy Items). Instead, you gain a +1 bonus to your durability and non-Armor defenses.
12th – Disruptive Presence: Whenever an enemy within an Small (15 ft.) radius from you uses a magical ✨ ability as a standard action or elite action, the ability has a 20% chance to fail with no effect. This can only affect any individual creature once per round, so a creature that uses two magical abilities will have no failure chance on the second ability it uses. If that enemy’s character rank is less than your character rank, this failure chance increases to 50%. This cannot cause passive abilities or triggered abilities to fail. Although this ability is mundane, it still affects intangible creatures.
12th – Personal Legacy+: The bonuses increases to +2.
18th – Personal Legacy++: The bonuses increases to +3.
18th – True Null: You are immune to all magical ✨ abilities.
12.3.44 Perform Specialization [Skill]
Prerequisite: Any Perform skill as a trained skill.
1st – Specialization: You gain a +2 bonus to all Perform skills.
6th – Synergistic Performance: You can use any Perform skill you have as a trained skill in place of other related skills. Each Perform skill has an associated skill that it can be used to replace, as listed below. When you replace a skill in this way, you add half your modifier with the Perform skill instead of your full modifier since the two skills do not exactly match.
- Acting: Deception
- Comedy: Deception
- Dance: Balance
- Keyboard instruments: Devices
- Oratory: Persuasion
- Percussion instruments: Creature Handling
- Singing: Persuasion
- String instruments: Devices
- Wind instruments: Creature Handling
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – ✨ Synergistic Performance+: You add your full Perform modifier instead of half your modifier.
12.3.45 Persuasion Specialization [Skill]
Prerequisite: Persuasion as a trained skill.
1st – Specialization: You gain a +2 bonus to the Persuasion skill.
6th – First Impressions: When you first meet creatures, you have an Ally relationship instead of a Just Met relationship (see Table ??: ??. This does not affect your relationship with creatures who would not normally have a Just Met relationship with you.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – ✨ Suggestion:
| Suggestion | Standard action |
Tags: Emotion, Subtle, Sustain (minor)
_______________________________________________________________________________________________________
Make an attack vs. Mental against a creature within Medium (60 ft.) range. Your accuracy is equal to your Persuasion skill. You must also make a verbal suggestion of a particular course of action to the target. If your suggestion does not seem reasonable, you take a -10 accuracy penalty on this attack. Exceptionally unreasonable suggestions can impose even greater penalties, and exceptionally reasonable suggestions can give accuracy bonuses. Whether you hit or miss, you cannot attack the target with this ability again until it finishes a short rest.
Hit: As a condition, the target thinks your suggestion is a good idea and will try to follow it to the best of its abilities. The effect ends once the target thinks it has completed the suggestion, or after ten minutes have passed. Any act by you or by creatures that appear to be your ally that damages the target or makes it feel that it is in danger breaks the effect. An observant target may interpret overt threats to its allies as a threat to itself.
12.3.46 Precognition [General]
Prerequisite: Intelligence 3.
1st – Foresight: You gain a +2 bonus to Awareness checks. In addition, you are never fully unaware (-5 defenses), though you can still be partially unaware (-2 defenses).
1st – Precognitive Offense: You can add your Intelligence to your mundane power instead of your Strength (see Power).
6th – Combat Prediction:
| Combat Prediction | Standard action |
_______________________________________________________________________________________________________
Choose a creature within Long (90 ft.) range. That creature’s intentions become obvious to you as long as you sustain this ability. This gives you a +1 bonus to accuracy and defenses against that creature.
In addition, when you choose your action during each phase, you can do so after learning the result of the actions the target took during that phase. This includes learning whether its attacks hit, and any obvious effects of those attacks. You do not gain any knowledge of actions that have no obvious signs, such as purely mental actions, or actions which you are not observant enough to notice. You cannot communicate your understanding of the creature’s actions to your allies before they decide their actions.
12th – Mobile Foresight: During the movement phase, you choose your action after all other creatures have chosen their actions. When you choose your action, you have insight into the actions chosen by any creatures within Long (90 ft.) range that you can see. This insight gives you the same information as the insight from your combat prediction ability, except that it only provides information about their actions during the movement phase. You choose your actions simultaneously with any other creatures who have a similar ability.
Knowing another creature’s action does not automatically allow you to interrupt that action. If you want to interrupt an action, such as by blocking a creature’s intended movement, you must make an initiative check as normal.
18th – Combat Prediction+: The bonuses from your combat prediction ability increase to +2.
12.3.47 Prepared Spellcasting ✨ [Magical, Spell]
Prerequisite: Access to a mystic sphere, Intelligence 3.
1st – ✨ Spellbook: Choose up to four spells you do not know from among mystic spheres you have access to. The spells must be of a rank that you know how to cast. Whenever you gain access to a new spell rank, you may change the spells in your spellbook for any other spells you can cast. You inscribe the knowledge of those spells into a book you carry with you. This book is your spellbook.
Whenever you finish a long rest, you may choose one of the spells in your spellbook. You learn how to cast that spell until you choose a different spell with this ability.
6th – ✨ Ritual Book: You gain the ability to perform rituals to create unique magical effects (see Spell and Ritual Mechanics). In addition, you automatically learn one free ritual of each rank you have access to, including new ranks as you gain access to them.
12th – ✨ Study of Magic: You gain a +1 bonus to your magical power.
18th – ✨ Spellbook+: You can choose up to six spells to be in your spellbook instead of only four. In addition, whenever you finish a long rest, you may choose two spells in your spellbook with your spellbook ability instead of one. You learn how to cast both spells until you choose a different pair of spells in this way.
18th – ✨ Study of Magic+: The bonus from your study of magic ability increases to +2.
12.3.48 Rapid Reaction [General]
Prerequisite: Dexterity 2.
1st – Lightning Reflexes: You gain a +2 bonus to your Reflex defense.
1st – Sidestep: If you have speed remaining after the movement phase, you may use that movement speed during the action phase as a free action once per round. You cannot carry over more than five feet of movement in this way. If you have the Reposition fighter ability with the same effect, you instead increase the amount of movement you can carry over with that ability by five feet.
6th – Evasive Reaction: You take no damage from glancing blows or misses caused by abilities that affect an area and attack your Armor or Reflex defense. This does not protect you from any non-damaging effects of those abilities, or from abilities that affect multiple specific targets without affecting an area. If you have the evasion monk or rogue ability with the same effect as this ability, you also gain a +2 bonus to your Armor and Reflex defenses against area attacks.
12th – Lightning Reflexes+: The bonus from your lightning reflexes ability increases to +4.
12th – Sidestep+: The movement you can carry over with your sidestep ability increases to ten feet. If you have the Reposition fighter ability, you instead increase the amount of movement you can carry over with that ability by ten feet.
18th – Evasive Reaction+: This ability also protects you from area attacks against your Brawn, Fortitude, and Mental defenses. If you have the evasion+ monk or rogue ability with the same effect as this ability, you also gain a +2 bonus to your Brawn, Fortitude, and Mental defenses against area attacks.
12.3.49 Regenerator [General]
Prerequisite: Constitution 3.
1st – Regenerative Recovery:
| Regenerative Recovery | Standard action |
Tags: Swift
Cost: One fatigue level.
_______________________________________________________________________________________________________
You regain 2d10 damage hit points. If you gained any vital wounds during the previous round, your healing with this ability is doubled. If this would heal you above your maximum hit points, any excess healing applies at the end of the next round. Any excess healing at that point is lost.
_______________________________________________________________________________________________________
Level 3: The healing increases to 3d10 damage.
Level 6: The healing increases to 5d8 damage.
Level 9: The healing increases to 7d8 damage.
Level 12: The healing increases to 8d10 damage.
Level 15: The healing increases to 11d10 damage.
Level 18: The healing increases to 16d10 damage.
6th – Diehard: You gain a +3 bonus to vital rolls.
12th – Regenerative Rest: When you take a short rest, you can remove any number of vital wounds affecting you. If you do, you increase your fatigue level by three per vital wound removed this way. You can use this ability to remove vital wounds even once your fatigue level would already make you unconscious. This allows you to recover any number of vital wounds if you go unconscious to do so, regardless of your maximum fatigue level.
18th – Battlefield Regeneration: When you use the recover action, you can also remove a single vital wound. If you do, you increase your fatigue level by one.
18th – Regenerative Rest+: You only increase your fatigue by two per vital wound.
12.3.50 Ride Specialization [Skill]
Prerequisite: Ride as a trained skill.
1st – Specialization: You gain a +2 bonus to the Ride skill.
6th – Mounted Defense: Your mount gains a +3 bonus to all defenses, up to a maximum of your own corresponding defense.
6th – Mounted Warrior: The penalty you take for making strikes with Projectile weapons while riding a moving mount is reduced by 2.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Mounted Defense+: The defense bonus from your mounted defense ability increases to +5.
18th – Mounted Warrior+: The penalty reduction from your mounted warrior ability increases to 4. In addition, while you are mounted, you gain a +1 accuracy bonus with Mounted weapons (see Weapon Tags).
12.3.51 Shieldbearer [Combat]
Prerequisite: Strength 2, Dexterity 1.
1st – Shield Expertise: You gain a +1 bonus to Armor defense while you wield a shield. You gain an additional +1 bonus while you are braced (+2 defenses) or shielded (+2 Armor and Ref).
1st – Shield Proficiency: You become proficient with using all shields as both armor and weapons, including tower shields.
6th – Shield Slam:
| Shield Slam | Standard action |
_______________________________________________________________________________________________________
Make a strike using a shield. If your Armor defense is higher than the target’s Armor defense against this attack, the strike deals double damage. Otherwise, the strike deals extra damage equal to half your power.
_______________________________________________________________________________________________________
Level 9: You gain a +1 accuracy bonus with the strike.
Level 12: If your Armor defense is higher than the target’s Armor defense, the strike deals triple damage. Otherwise, the extra damage increases to be equal to your power.
Level 15: The accuracy bonus increases to +2.
Level 18: If your Armor defense is higher than the target’s Armor defense, the strike deals 1d8 extra damage. Otherwise, the extra damage increases to 2d8 + your power.
12th – Shield Expertise+: Both Armor defense bonuses from this ability increase to +2.
18th – Shield Cover: While you wield a shield, you can use your Armor defense in place of your Reflex defense against area attacks.
12.3.52 Sleight of Hand Specialization [Skill]
Prerequisite: Sleight of Hand as a trained skill.
1st – Specialization: You gain a +2 bonus to the Sleight of Hand skill.
6th – Deep Pickpocket: You can use the pickpocket ability to retrieve objects that are loose within larger containers, such as backpacks or sacks, even if they are not immediately accessible. You must be able to reach at least one of your fingers into the bag, such as through a narrow gap at the opening. This does not allow you to retrieve objects from locked containers with no openings. The container’s size category cannot exceed your own size category.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – ✨ Extradimensional Pocket:
| Extradimensional Pocket ✨ | Triggered |
Tags: Attune
_______________________________________________________________________________________________________
You can use this ability when you use the conceal object ability (see Sleight of Hand). When you do, you conceal the object in a pocket dimension that cannot be accessed by nonmagical means. When this ability ends for any reason, the object appears in a free hand. If you have no free hands, it drops to the ground.
12.3.53 Sniper [Combat]
Prerequisite: Perception 2.
1st – Aim:
| Aim |
Standard action |
_______________________________________________________________________________________________________
You are briefly focused (roll attacks twice). In addition, choose a creature or object you can see. You gain a +1 accuracy bonus against the target as long as you sustain this ability.
If you lose sight of the target for a full round, this effect ends.
6th – Steady Shot: If your location has not changed since the start of the round, you reduce your longshot penalty by 2.
12th – Sniper’s Precision: You gain a +1 accuracy bonus with ranged strikes.
18th – Aim+: When you use this ability, you are also briefly honed (+4 accuracy with crits).
18th – Steady Shot+: If your location has not changed since the start of the round, your ranged strikes ignore cover and concealment.
12.3.54 Social Insight Specialization [Skill]
Prerequisite: Social Insight as a trained skill.
1st – Specialization: You gain a +2 bonus to the Social Insight skill.
6th – ✨ Read Emotions:
| Read Emotions | Standard action |
Tags: Emotion, Sustain (minor), Subtle
_______________________________________________________________________________________________________
Make an attack vs. Mental against a creature within Short (30 ft.) range. Your accuracy is equal to your Social Insight skill. Whether you hit or miss, you cannot attack the target with this ability again until it finishes a short rest.
Hit: You know the target’s current emotions. In addition to the obvious effects, this grants you a +3 bonus to Deception, Persuasion, Intimidate, and Social Insight attacks and checks against the target. This bonus does not stack with other effects that allow you access to the target’s mind, such as read mind.
_______________________________________________________________________________________________________
Level 12: The range increases to Medium (60 ft.) range.
Level 18: The range increases to Long (90 ft.) range.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Truthsense: Whenever a creature that you can hear and see speaks truth to the best of its knowledge with no attempt at evasion, concealment, or creative wording, you automatically recognize that. You do not recognize truth in this way if a creature is using the Deception skill in any way, even if it is speaking the truth.
12.3.55 Spellsword ✨ [Magical, Spell]
Prerequisite: Access to a mystic sphere.
1st – ✨ Magical Strikes: Whenever you make a melee strike, you can choose to treat it as a magical ✨ ability. When you do, you use your magical power to determine your damage instead of your mundane power (see Power). In addition, if your Strength is positive, you add half your Strength to your magical power to determine your total power with all magical strikes.
1st – Martial Implement: You can cast spells using a non-Projectile weapon you hold in at least one hand as if it was an implement (see Magic Implements).
6th – ✨ Spellstrike:
| Spellstrike ✨ | Standard action |
Cost: You briefly cannot use this ability again.
_______________________________________________________________________________________________________
You cast a spell and make a melee strike, in either order. Because this is a magical ✨ ability, you use your magical power to determine your damage with the strike instead of your mundane power (see Power). The spell and the strike must affect completely different targets, with no overlap between their targets or areas (if any).
_______________________________________________________________________________________________________
Level 9: The strike deals double weapon damage.
Level 12: The strike deals extra damage equal to half your power.
Level 15: The strike deals triple weapon damage.
Level 18: The extra damage increases to 1d6 + your power.
12th – ✨ Spellshield: You gain a +1 enhancement bonus to your Armor and Reflex defenses. If you are holding a non-weapon implement in at least one hand, this bonus increases by 1.
18th – ✨ Mystic Blade: Any extra damage from magic properties on one weapon you wield also applies to damaging spells you cast, even if the extra damage would normally only apply to strikes with that weapon.
18th – ✨ Spellshield+: The bonuses increase to +2.
12.3.56 Spellwarped ✨ [General, Magical]
Prerequisite: Willpower 2.
1st – ✨ Mystic Sphere: You gain the ability to use arcane magic. You gain access to one arcane mystic sphere, plus the universal mystic sphere (see Arcane Mystic Spheres). Each mystic sphere has a set of spells associated with it. You automatically learn all cantrips from the mystic sphere you have access to.
You require both verbal components and somatic components to cast spells from your chosen sphere. For details about mystic spheres and casting spells, see Spell and Ritual Mechanics.
3rd – ✨ Spell Rank: You become a rank 1 spellcaster in your chosen mystic sphere. You learn one spell from that mystic sphere. In addition, you can spend insight points to learn one additional arcane spell per insight point.
When you gain access to a spell rank, you can exchange any number of spells you know for other spells, including spells of the higher rank.
6th – ✨ Spell Rank: You become a rank 2 spellcaster in your chosen mystic sphere. This gives you access to spells that require a minimum rank of 2 and can improve the effectiveness of your existing spells.
9th – ✨ Spell Rank: You become a rank 3 spellcaster in your chosen mystic sphere.
12th – ✨ Spell Rank: You become a rank 4 spellcaster in your chosen mystic sphere.
15th – ✨ Spell Rank: You become a rank 5 spellcaster in your chosen mystic sphere.
18th – ✨ Spell Rank: You become a rank 6 spellcaster in your chosen mystic sphere.
21st – ✨ Spell Rank: You become a rank 7 spellcaster in your chosen mystic sphere.
12.3.57 Sphere Focus: Aeromancy ✨ [Casting, Magical]
Prerequisite: Access to the Aeromancy mystic sphere.
1st – ✨ Distant Winds: You gain a +15 foot bonus to your range with ranged spells from the Aeromancy mystic sphere. This does not affect spells that do not have a range listed in feet.
6th – ✨ Windborne Spell: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. When you cast that spell, choose a location within Short (30 ft.) range of you to act as a targeting proxy. This means the spell determines its targets as if you were in that location, which can allow you to affect targets outside your normal range.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Airborne: You gain a slow fly speed with a maximum height of 15 feet (see Flight). As a free action, you can increase your fatigue level by one to ignore this height limit until the end of the round. In addition, you gain a +15 foot bonus to the height limit of any fly speed you gain from Aeromancy spells.
18th – ✨ Distant Winds+: The range bonus from your distant winds ability increases to +30 feet.
12.3.58 Sphere Focus: Aquamancy ✨ [Casting, Magical]
Prerequisite: Access to the Aquamancy mystic sphere.
1st – ✨ Aquatic Propulsion: Once per round, after you make an attack with a spell from the Aquamancy mystic sphere, you can push yourself up to 10 feet. You can also use this ability with strikes using natural weapons from that sphere, such as from the aqueous tentacle spell. The attack does not have to hit for you to use this ability.
6th – ✨ Bubble Spell: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. It gains the Water tag. When you miss an attack with the spell, a film of water forms over the target’s body in a thin bubble. At the end of the next round, the attack repeats on the target if the bubble remains. If you miss with this repeat, the bubble does not reform.
The bubble can be removed early if the target drops prone (half speed, -2 Armor and Ref) and rolls around on the ground as a move action. It is also removed if the target takes damage from a Cold or Fire ability.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Partially Liquid: You gain a +3 enhancement bonus to the Flexibility skill. In addition, you gain a +4 bonus to your defenses when determining whether a strike gets a critical hit against you instead of a normal hit.
18th – ✨ Partially Liquid+: You are immune to critical hits from strikes.
12.3.59 Sphere Focus: Astromancy ✨ [Casting, Magical]
Prerequisite: Access to the Astromancy mystic sphere.
1st – ✨ Astral Spell Transit: You gain a +15 foot bonus to your range with abilities from the Astromancy mystic sphere.
6th – ✨ Transposing Spell: You learn an additional targeted spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. When you cast the spell on a Large or smaller creature, you can switch places with the target. This requires an attack vs. Mental if the target is not an ally. When you switch places, you teleport into the target’s location, and it teleports into your location. If the teleportation is invalid for either target, it fails for both targets.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Efficient Transit: You learn how to transport creatures and objects more smoothly between planes. The difficulty value to hear noise caused by creatures and objects you teleport increases by 10 (see Teleportation Noise). In addition, whenever you fail to teleport a creature or object due to specifying an invalid destination, you may immediately specify a different destination for that ability. If that second destination is also invalid, the ability fails normally.
18th – ✨ Astral Spell Transit+: The range increase from your astral spell transit ability increases to +30 feet. In addition, you gain a +15 foot bonus to your range with all magical ✨ abilities that are not from the Astromancy mystic sphere.
12.3.60 Sphere Focus: Channel Divinity ✨ [Casting, Magical]
Prerequisite: Access to the Channel Divinity mystic sphere.
1st – ✨ Aspect of Divinity: You gain a +1 enhancement bonus to all non-Armor defenses.
6th – ✨ Sanctified Spell: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. It loses all of the following tags, if it had them: Air, Auditory, Compulsion, Cold, Earth, Emotion, Electricity, Fire, Visual, and Water. In addition, you gain a +1 accuracy bonus with the spell.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
When you attune to that spell, you may also choose one ally within Medium (60 ft.) range. That ally can also choose to attune to the spell, and you both gain its benefits. When you stop attuning to that spell, your ally is also forced to stop attuning to the spell.
Since you cannot attune to the same spell more than once, you cannot share the effects of the spell with more than one ally at a time in this way. You can change which spell you choose with this ability whenever you learn a new spell or gain access to a new spell rank.
12th – ✨ Aspect of Divinity+: The bonus increases to +2.
18th – ✨ Sanctified Soul: You gain a +1 bonus to your accuracy, magical power, and mundane power. In addition, you take no penalties for being resurrected (see Resurrection).
12.3.61 Sphere Focus: Chronomancy ✨ [Casting, Magical]
Prerequisite: Access to the Chronomancy mystic sphere.
1st – ✨ Accelerated Mind: You can perform mental tasks more quickly as normal. Mundane mental actions that would normally take a standard action instead take a minor action. Long-term activities can be done twice as quickly as normal. This includes reading books, searching areas, and other similar activities. It does not affect spellcasting, performing rituals, or other similar magical abilities.
6th – ✨ Quickened Chronomancy: You learn an additional spell from the Chronomancy mystic sphere. The spell can be up to rank 3, even if you do not have access to rank 3 spells. You can cast the spell as a minor action if you have not already cast a spell that round. When you do, you briefly become slowed (-10 speed, -2 Armor and Ref) and cannot take standard actions.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Thief of Time: Whenever you cast a spell from the Chronomancy mystic sphere that deals damage to another creature or causes another creature to be slowed (-10 speed, -2 Armor and Ref), you briefly gain a +10 foot bonus to your speed.
18th – ✨ Accelerated Mind+: Once per round, you can perform a purely mental action that would normally require a minor action as a free action. This can be used to sustain spells or perform other magical feats. However, you cannot use the same ability twice in the same round. In addition, the speed increase for long-term tasks from your accelerated mind ability increases to five times normal speed.
12.3.62 Sphere Focus: Cryomancy ✨ [Casting, Magical]
Prerequisite: Access to the Cryomancy mystic sphere.
1st – ✨ Enduring Crystals: Your last ice crystal never melts. It can still be spent for abilities.
6th – ✨ Crystal Profusion: Whenever you would gain an ice crystal from a Cryomancy spell, you gain an additional ice crystal. In addition, your maximum number of ice crystals increases to four.
12th – ✨ Frozen Blood: You are immune to Cold and Poison attacks.
18th – ✨ Budding Crystals: At the end of each round, if you have no ice crystals and did not spend any ice crystals that round, you gain an ice crystal.
12.3.63 Sphere Focus: Electromancy ✨ [Casting, Magical]
Prerequisite: Access to the Electromancy mystic sphere.
1st – ✨ Electricity Tolerance: You are impervious (+4 defenses) to Electricity attacks.
1st – ✨ Extended Chain: The distance that your abilities can chain increases by 15 feet.
6th – ✨ Chaining Spell: You learn an additional targeted spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. It chains one additional time, even if it did not originally chain.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Electricity Immunity: You are immune to Electricity attacks.
12th – ✨ Static Buildup: Whenever you use the sprint ability, you gain a +1 accuracy bonus with your next spell from the Electromancy mystic sphere. This bonus disappears if not used before the end of the next round.
18th – ✨ Extra Chain: All of your targeted Electromancy spells chain one additional time, even if they did not originally chain. If your chaining spell ability affects a non-Electromancy spell, it also chains two additional times instead of only one.
12.3.64 Sphere Focus: Enchantment ✨ [Casting, Magical]
Prerequisite: Access to the Enchantment mystic sphere.
1st – ✨ Hidden Influence: You gain a +2 accuracy bonus with spells from the Enchantment mystic sphere against unaware (-5 defenses) creatures. In addition, the difficulty value to observe the effects of your Emotion abilities with the Awareness and Social Insight skills increases by 10.
6th – ✨ Mind Fragments: When you use a magical ✨ ability that has the Emotion tag, you can affect creatures that are immune to that ability due to being mindless or simple-minded. You treat those creatures as being impervious (+4 defenses) instead of immune. This does not allow you to affect creatures who are immune to those abilities for other reasons.
12th – ✨ Implanted Spell: You learn an additional targeted spell with the Compulsion or Emotion tags. The spell can be up to rank 5, even if you do not have access to rank 5 spells. When you hit with an attack from that spell, it has no immediate effect. Instead, the effect is implanted deep in the target’s mind. You can trigger any number of implanted spells as a minor action. When you do, each implanted spell has its full effect on each of its targets. The implanted spell effect is removed after the target finishes a short rest if it has not already triggered.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
18th – ✨ Hidden Influence+: The accuracy bonus from your hidden influence ability also applies against partially unaware (-2 defenses) creatures. In addition, the difficulty value increase from that ability increases to +20.
18th – ✨ Mind Fragments+: You no longer treat those creatures as being impervious.
12.3.65 Sphere Focus: Fabrication ✨ [Casting, Magical]
Prerequisite: Access to the Fabrication mystic sphere.
1st – ✨ Fabricate Trinket+: The maximum size of the trinket you can create with your fabricate trinket cantrip increases by one size category. You can also cast it with the Sustain (minor) tag. If you do, it lasts as long as you sustain it, and does not remove any previous trinkets you created with that cantrip.
1st – ✨ Mighty Creator: You can use your power in place of your Craft skill to create items with spells from the Fabrication mystic sphere.
6th – ✨ Fabricated Armaments: You gain a +1 accuracy bonus with strikes using weapons you created with spells from the Fabrication mystic sphere. In addition, you gain a +1 bonus to the Armor defense provided by body armor from the Fabrication mystic sphere.
12th – ✨ Overbuilt Fabrication: You learn an additional spell from the Fabrication mystic sphere. The spell can be up to rank 5, even if you do not have access to rank 5 spells. When you cast the spell, you can spend a minor action to expand its construction. If you do, the spell’s area is doubled, and the hit points of any objects the spell creates are also doubled.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
18th – ✨ Fabricate Trinket+: The size increase from your fabricate trinket+ ability increases to two size categories.
18th – ✨ Fabricated Armaments+: The accuracy bonus from your fabricated armaments ability increases to +2.
12.3.66 Sphere Focus: Photomancy ✨ [Casting, Magical]
Prerequisite: Access to the Photomancy mystic sphere.
1st – ✨ The Light Reveals All: You gain a +2 bonus to your Awareness and Social Insight skills. In addition, you gain a +1 bonus to your Reflex defense.
6th – ✨ Lensed Spell: You learn an additional area spell with one of the following area sizes: Small (15 ft.), Medium (30 ft.), Large (60 ft.), Huge (90 ft.), or Gargantuan (120 ft.). The spell can be up to rank 3, even if you do not have access to rank 3 spells. The size of the area is reduced by one step, to a minimum of a Tiny (5 ft.). However, you gain a +4 accuracy bonus with the spell.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Luminous Precision: You gain a +1 accuracy bonus.
18th – ✨ Piercing Sight: You can see through solid objects and spell effects up to one inch thick. You can perceive the existence of obstacles thinner than that, but they do not inhibit your sight. This does not grant you line of effect to anything you see in this way, since the obstacle still exists.
12.3.67 Sphere Focus: Polymorph ✨ [Casting, Magical]
Prerequisite: Access to the Polymorph mystic sphere.
1st – ✨ Augmented Body: You gain a +1 enhancement bonus to your mundane power, Strength-based skills, Dexterity-based skills, and Constitution-based skills.
6th – ✨ Fleshbending Spell: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. When you attack with the spell, compare your attack result to the Fortitude defense of each living target. On a hit, that target takes a -4 penalty to its other defenses against that spell.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Augmented Body+: The bonus increases to +2.
18th – ✨ Malleable Flesh: You gain a +10 bonus to your defenses when determining whether a strike gets a critical hit against you instead of a normal hit.
12.3.68 Sphere Focus: Prayer ✨ [Casting, Magical]
Prerequisite: Access to the Prayer mystic sphere.
1st – ✨ Sustained Blessing: Whenever you cast a spell from the Prayer mystic sphere with the Attune (target) tag that is not a deep attunement, you can choose to replace that tag with the Sustain (minor) tag. You can only apply this ability to one spell at a time.
6th – ✨ Blessed Boon: You learn an additional spell from the Prayer mystic sphere. The spell can be up to rank 3, even if you do not have access to rank 3 spells. It must not have the Attune tag. Whenever you cast that spell, you can target an additional ally within Medium (60 ft.) range. That ally must be attuned to at least one Prayer spell that you cast.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Sustained Blessing+: You can replace the Attune tag with Sustain (free) instead of Sustain (minor). You can still only sustain one spell with this ability at a time.
18th – ✨ Vital Blessing: Each creature that is attuned to at least one of your Prayer spells gains a +2 enhancement bonus to its vital rolls.
12.3.69 Sphere Focus: Pyromancy ✨ [Casting, Magical]
Prerequisite: Access to the Pyromancy mystic sphere.
1st – ✨ Fire Tolerance: You are impervious (+4 defenses) to Fire attacks.
1st – ✨ Spreading Flame: Whenever you cast a spell from the Pyromancy mystic sphere with a standard area, you can increase its area to the next standard area category, to a maximum of a Gargantuan area. If you do, the spell deals no damage against targets that it misses, even if it would normally deal half damage. The standard area categories are: Tiny (5 ft.), Small (15 ft.), Medium (30 ft.), Large (60 ft.), Huge (90 ft.), and Gargantuan (120 ft.).
6th – ✨ Overheated Pyromancy: You learn an additional spell from the Pyromancy mystic sphere. The spell can be up to rank 3, even if you do not have access to rank 3 spells. You gain a +1 accuracy bonus with the spell, and it deals extra damage equal to your character rank. However, after you cast the spell, you become briefly vulnerable (-4 defenses) to Cold attacks.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Friendly Fire: Whenever you deal damage to your allies with a Fire ability, you deal half damage.
12th – ✨ Fire Immunity: You are immune to Fire attacks.
18th – ✨ Burning Heart: You gain a +1 bonus to your magical power.
18th – ✨ Friendly Fire+: Your Fire abilities cannot damage your allies.
12.3.70 Sphere Focus: Revelation ✨ [Casting, Magical]
Prerequisite: Access to the Revelation mystic sphere.
1st – ✨ Oracle: Once per long rest, you can gain the benefit of the augury ritual as a standard action. Using this ability does not increase your fatigue level.
6th – ✨ Prescient Spell: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. As a minor action, you can foresee the future of casting that spell. When you do, roll 1d10 and record the result. If you cast the spell, then the first time you attack with it this round, you must use this die result for the attack roll. This does not tell you whether your attack will hit, only high your roll will be. A 10 explodes as normal, but only when you actually cast the spell and make the attack, not when foreseeing the future. If you don’t like the result, you can simply choose not to cast the spell this round, and the die result is ignored. Either way, you briefly cannot use this ability again.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Blind Seer: You gain blindsense with a 90 foot range (see Blindsense). If you already have blindsense, you increase its range by 90 feet. In addition, you gain blindsight with a 30 foot range, allowing you to see without light (see Blindsight). If you already have blindsight, the range of your blindsight increases by 30 feet.
18th – ✨ Oracle+: You can use your oracle ability once per short rest instead of once per long rest.
12.3.71 Sphere Focus: Telekinesis ✨ [Casting, Magical]
Prerequisite: Access to the Telekinesis mystic sphere.
1st – ✨ Efficient Hand: The maximum distance you can move an object with the distant hand cantrip increases to 30 feet. In addition, your maximum modifier to accuracy and checks using the object is no longer limited.
6th – ✨ Violent Hand:
| Violent Hand ✨ | Standard action |
_______________________________________________________________________________________________________
Choose a weapon you are proficient with and currently controlling using the distant hand cantrip. Make a melee strike using that weapon that deals double weapon damage. The strike comes from the weapon’s location, not your location. Because this is a magical ✨ ability, you use your magical power to determine your damage instead of your mundane power (see Power).
_______________________________________________________________________________________________________
Rank 9: The strike deals triple weapon damage.
Rank 12: The strike deals extra damage equal to half your magical power.
Rank 15: The strike deals five times weapon damage.
Rank 18: The strike deals eight times weapon damage.
12th – ✨ Crushing Spell: You learn an additional spell. The spell can be up to rank 5, even if you do not have access to rank 5 spells. When you attack with the spell, compare your attack result to the Brawn defense of each Huge or smaller target. On a hit, that target takes a -4 penalty to its other defenses against that spell.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
18th – ✨ Multiple Hands: When you use the distant hand cantrip, you can create two hands instead of one. This can allow you to hold multiple objects simultaneously, though you must still take separate actions to manipulate those objects in any way more complicated than simple movement. Alternately, you can hold a single object with two hands instead of one. This gives you a +1 bonus to your Willpower for the purpose of determining your weight limits, and allows you to make two-handed attacks with Heavy and Versatile Grip weapons using your telekinetic strike ability.
12.3.72 Sphere Focus: Terramancy ✨ [Casting, Magical]
Prerequisite: Access to the Terramancy mystic sphere.
1st – ✨ Earthen Shell: You gain a +1 enhancement bonus to your Armor defense.
6th – ✨ Gravitic Spell: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. When you attack with the spell, you gain a +1 accuracy bonus against each target for each size category by which it is larger than Small: +1 for Medium, +2 for Large, +3 for Huge, +4 for Gargantuan, and +5 for Colossal.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Stable as a Rock: You are immune to push, fling, teleport, and prone (half speed, -2 Armor and Ref) effects from attacks.
18th – ✨ Earthen Shell+: The bonus increases to +2.
18th – ✨ Stonewalker: Whenever you are grounded, rocks rise up from the ground under your step, then disappear when you walk away. This means that you are always grounded on stone while you are grounded.
12.3.73 Sphere Focus: Thaumaturgy ✨ [Casting, Magical]
Prerequisite: Access to the Thaumaturgy mystic sphere.
1st – ✨ Mystic Power: You gain a +1 bonus to your magical power.
6th – ✨ Thaumatic Spell: You learn an additional spell from any mystic sphere, even a mystic sphere you do not have access to. The spell can be up to rank 3, even if you do not have access to rank 3 spells. When you learn the spell, you can remove one of the following tags from that spell: Acid, Auditory, Cold, Compulsion, Emotion, Electricity, Fire, or Visual. You can also add one of those tags to the spell. In addition, you can replace one defense that the spell attacks with any one other defense not already referenced by the spell.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Countermagic:
| Countermagic ✨ | Standard action |
Cost: You briefly cannot use this ability again.
_______________________________________________________________________________________________________
Choose a creature within Medium (60 ft.) range of you. If the target uses a magical ✨ ability as a standard action or elite action this round, that ability has no effect. When you negate an ability in this way, if that ability’s rank was higher than your character rank, you increase your fatigue level by one.
If a creature is capable of using multiple abilities during a single phase, only the first ability it uses can be countered. This is common for elite monsters.
18th – ✨ Mystic Power+: The bonus from your mystic power ability increases to +2.
12.3.74 Sphere Focus: Toxicology ✨ [Casting, Magical]
Prerequisite: Access to the Toxicology mystic sphere.
1st – ✨ Poisonous Blood: Whenever you become poisoned by a contact or ingestion poison, such as by drinking poison or from an enemy’s attack, your body naturally repurposes the poison. The poison has no effect on you, but your body gains a dose of natural poison. This has no effect on injury-based poisons, which affect you normally without being absorbed.
Whenever a living creature makes you lose hit points with a melee strike using a non-Long weapon, you may have that creature become poisoned by your choice of one of the poisons you store with this ability. This expends the dose of that poison.
Poisons that you carry in your body with this ability automatically decay after 24 hours, regardless of the normal duration of the poison. You can store up to 3 doses in your body with this ability at a time.
6th – ✨ Venomous Spell: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. Whenever you damage a living creature with that spell, you can cause the creature to become poisoned with your choice of one of the poisons you store with your poisonous blood ability. This expends the dose of that poison. You can poison multiple creatures simultaneously in this way, but it costs one poison dose per creature affected.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Poisonous Blood+: You can store up to 6 poison doses with your poisonous blood ability. In addition, you become immune to all poisons that you do not absorb with that ability.
18th – ✨ Bloodstream Corruption: Whenever you injure a living creature with a Toxicology spell or your venomous spell, that creature becomes vulnerable (-4 defenses) to all poisons as a condition.
12.3.75 Sphere Focus: Umbramancy ✨ [Casting, Magical]
Prerequisite: Access to the Umbramancy mystic sphere.
1st – ✨ The Dark Conceals Me: You gain a +2 bonus to your Sleight of Hand and Stealth skills. In addition, you gain a +1 bonus to your Reflex defense.
6th – ✨ Call of the Void: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. When you attack with the spell, compare your attack result to the Mental defense of each shadowed target. On a hit, that target takes a -4 penalty to its other defenses against that spell.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Shadow Jumper: While you are shadowed, the distance you can teleport with spells from the Umbramancy mystic sphere is doubled.
18th – ✨ Evasive Shade: While you are shadowed, you take no damage from glancing blows or misses caused by abilities that affect an area and attack your Armor or Reflex defense. This does not protect you from any non-damaging effects of those abilities, or from abilities that affect multiple specific targets without affecting an area. If you have the evasion monk or rogue ability with the same effect as this ability, you also gain a +2 bonus to your Armor and Reflex defenses against area attacks.
12.3.76 Sphere Focus: Verdamancy ✨ [Casting, Magical]
Prerequisite: Access to the Verdamancy mystic sphere.
1st – ✨ Verdant Allies: Your speed is not reduced when moving in heavy undergrowth. In addition, you can ignore cover and concealment from plants whenever doing so would be beneficial to you, as the plants move out of the way to help you. This prevents you from suffering a miss chance on your attacks, and also prevents creatures from using cover or concealment from plants to hide from you.
6th – ✨ Sprouting Spell: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. Whenever you cast that spell, plants briefly grow on the ground where the spell takes effect. They appear within the area for area spells, or in all spaces occupied by each target of the spell for targeted spells. Bare ground creates light undergrowth, and existing light undergrowth becomes heavy undergrowth. The plants grow before the spell takes effect, so they can improve the effectiveness of some verdamancy spells.
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Verdant Army: Your allies who can see or hear you also gain the benefit of your verdant allies ability.
18th – ✨ Sprouting Step: At the start of each phase, if you are grounded and not already in undergrowth, light undergrowth grows in your space. The undergrowth lasts until you leave that space.
12.3.77 Sphere Focus: Vivimancy ✨ [Casting, Magical]
Prerequisite: Access to the Vivimancy mystic sphere.
1st – ✨ Hidden Life: You can treat nonliving creatures other than undead as if they were living creatures for the purpose of your abilities from the Vivimancy mystic sphere.
1st – ✨ Personal Vitality: You gain a +2 bonus to your durability.
6th – ✨ Reaping Spell: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. It gains a +5 accuracy bonus against injured creatures. When you kill a Medium or larger living creature with the spell, you are briefly empowered (add rank to damage).
This is a metamagic effect, so you cannot apply another metamagic to the same spell. When you gain access to a new rank of spells, you can replace your current spell affected by this metamagic with a new spell of that rank.
12th – ✨ Life Suppression: You are no longer considered a living creature for the purpose of attacks against you. This means that attacks which only affect living creatures have no effect against you.
18th – ✨ Personal Vitality+: The durability bonus increases to +5.
12.3.78 Stealth Specialization [Skill]
Prerequisite: Stealth as a trained skill.
1st – Specialization: You gain a +2 bonus to the Stealth skill.
6th – Mobile Stealth: Your penalties for moving while hiding are reduced by 5. This allows you to move at half speed without penalty.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Ambush the Unwary: You gain a +2 accuracy bonus against unaware (-5 defenses) and partially unaware (-2 defenses) creatures.
12.3.79 Survival Specialization [Skill]
Prerequisite: Survival as a trained skill.
1st – Specialization: You gain a +2 bonus to the Survival skill.
6th – Terrain Tolerance: You are unaffected by difficult terrain and harmful natural terrain of any kind. If a skill check, such as Climb or Swim, would normally be required to move through the terrain, this ability does not help.
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Planar Survival: You are immune to damage and conditions imposed by being on other planes. In addition, you gain a +5 bonus to checks and defenses related to planar effects, such as checks required to manipulate subjective gravity.
12.3.80 Swiftrunner [General]
Prerequisite: Dexterity 3.
1st – Rapid Movement: You gain a +10 foot bonus to your speed during the action phase.
1st – Sprinter: When you use the sprint ability, you can move up to triple your movement speed.
6th – Rapid Movement+: The speed bonus applies all the time, rather than only during the action phase.
6th – Water Runner: During your movement with the sprint ability, you can move on water and similar liquids as if they were solid ground.
12th – Long-Distance Runner: You gain a +2 bonus to your fatigue tolerance.
18th – ✨ Cloud Runner: During your movement with the sprint ability, you can move on clouds, fog, and similar gaseous substances as if they were solid ground.
18th – Rapid Movement++: The speed bonus increases to +20 feet.
12.3.81 Swim Specialization [Skill]
Prerequisite: Swim as a trained skill.
1st – Specialization: You gain a +2 bonus to the Swim skill.
6th – Swim Speed: You gain an average swim speed (see Movement Modes).
12th – Specialization+: The bonus from your specialization ability increases to +4.
18th – Earth Swimmer: You gain a slow burrow speed (see Movement Modes).
12.3.82 Telepath ✨ [General, Magical]
Prerequisite: Intelligence and Willpower sum to at least 3
1st – ✨ Telepathy: You gain telepathy with a 120 foot range (see Telepathy). If you already have telepathy, the range of your telepathy increases by 120 feet.
6th – ✨ Telepathic Tribulation:
| Telepathic Tribulation ✨ | Standard action |
Tags: Compulsion
_______________________________________________________________________________________________________
Make an attack vs. Mental against one creature within half the maximum range of your telepathy. You gain an accuracy bonus with this attack equal to half the sum of your Intelligence and Willpower.
Hit: 1d6 damage + half power.
Injury: The target becomes stunned (-2 defenses) as a condition.
_______________________________________________________________________________________________________
Level 9: The damage bonus from your power increases to be equal to your power.
Level 12: The base damage increases to 1d10.
Level 15: The damage bonus increases to 1d6 per 3 power.
Level 18: The target becomes confused (-2 defenses, randomly attack or defend) instead of stunned.
12th – ✨ Read Mind:
| Read Mind ✨ | Standard action |
Tags: Emotion, Subtle, Sustain (standard)
_______________________________________________________________________________________________________
Make an attack vs. Mental against a creature within half the maximum range of your telepathy. You use your full Intelligence or Willpower in place of half your Perception to determine your accuracy with this attack (see Accuracy). Whether you hit or miss, you cannot attack the target with this ability again until it finishes a short rest.
Hit: You know the target’s current thoughts and emotions. In addition to the obvious effects, this grants you a +5 bonus to Deception, Persuasion, Intimidate, and Social Insight attacks and checks against the target. This bonus does not stack with other effects that allow you access to the target’s mind, such as read emotions. You cannot directly search the target’s mind for arbitrary thoughts or information. However, creatures often think about questions they are asked, and their thoughts may reveal much more than their words.
Critical hit: You can also delve through the target’s mind to answer a specific question. You can pose a question to it mentally and search its mind to know the exact answer to that question. This takes five rounds of continuous concentration, and you can only get answers to one such question each time you use this ability. The process of searching a creature’s mind in this way is no easier to notice than normal for a Subtle ability.
_______________________________________________________________________________________________________
You gain a +2 accuracy bonus for every 3 levels beyond 12.
12th – ✨ Telepathy+: You can maintain mental channels with up to 5 creatures at once with your telepathy. You can send separate thoughts to each creature.
18th – ✨ Mindsight: You can perfectly see intelligent creatures within the maximum range of your telepathy. This functions like blindsight, except that it only allows you to see creatures with an Intelligence of -2 or higher.
18th – ✨ Telepathy++: The range of your telepathy increases by 120 feet.
12.3.83 Toughness [General]
Prerequisite: Constitution 2.
1st – Fortified Body: You gain a +2 bonus to your Fortitude defense. In addition, you need half the normal amount of rest and sleep each day to function normally. For example, a human would only need four hours of sleep per night. This does not reduce the time required for you to take a long rest.
6th – Durable: You gain a +4 bonus to your durability.
12th – Fortified Body+: The defense bonus from your fortified body ability increases to +4. In addition, you also only need half the normal amount of time to complete a long rest.
18th – Unbreakable: Your Constitution does not increase your injury point.
12.3.84 Trickshot [Combat]
Prerequisite: Dexterity 2, Intelligence 1.
1st – Alchemical Arrow: As a standard action, you can apply a consumable alchemical item to an arrow. The item does not have its normal area or any other immediate effect. When you make a strike using that arrow, the alchemical item has its normal effect on one target of the strike. The alchemical item makes its own attack roll separately from the attack roll for the strike. If the alchemical item would normally affect an area, that area is centered on your chosen target. Then, the alchemical item and the arrow are destroyed.
At the end of the next round after you use this ability, the arrow and alchemical item are destroyed.
6th – Combo Expertise: Whenever you use a consumable alchemical item, you briefly gain a +1 accuracy bonus with strikes. Whenever you make a strike, you briefly gain a +1 accuracy bonus with consumable alchemical items.
12th – Alchemical Arrow+: When you make a strike with the arrow, the alchemical item takes effect on the target even if the strike misses. You can also intentionally miss with the arrow while still delivering the alchemical item to its intended target, allowing you to apply healing potions and similar effects from a distance. Finally, the augmented arrow lasts one additional round before being destroyed.
18th – Combo Expertise+: Both accuracy bonuses increase to +2.
12.3.85 Twinhand Spellcaster ✨ [Casting, Magical]
Prerequisite: Dexterity 2.
1st – ✨ Twinhand Precision: You can always choose to use somatic components to cast your spells (see Ability Usage Components). As long as you have two free hands and are not using a magic implement, you gain a +1 accuracy bonus with spells that you cast using somatic components.
6th – ✨ Twinspell:
| Twinspell ✨ | Standard action |
Cost: One fatigue level, and you briefly cannot use this ability again.
_______________________________________________________________________________________________________
You can only use this ability if you have two free hands and are not using a magic implement.
Choose two spells that you know. You cast both spells simultaneously, one with each hand. This gives the spells somatic components, regardless of any other effects which would would normally prevent you from requiring somatic components. Both spells must affect completely different targets, with no overlap between their targets or areas (if any). You cannot use the desperate exertion ability to affect either spell.
12th – Twinned Power: You gain a +2 bonus to your magical power.
18th – ✨ Twinhand Precision+: The bonus from your twinhand precision ability increases to +2.
12.3.86 Twin-Weapon Fighting [Combat]
Prerequisite: Dexterity 2.
1st – Twin-Wielding: You are considered to be twin-wielding while two of your hands are each wielding an weapon of the same type, such as a smallsword or handaxe. Each hand must hold a different weapon, rather than simply holding a heavy weapon in two hands. You can use natural weapons to meet this condition, such as claws, as long as your hand is exclusively dedicated to using the natural weapon and not holding or being used for anything else. Several abilities from this feat only function while you are twin-wielding.
1st – Twin-Weapon Stance: At the start of each round, you can enter one of the stances below or change which stance you are in. You can maintain that stance as long as you are twin-wielding.
- Balanced: You gain a +1 bonus to your Armor defense. This bonus is considered to come from a shield, and it does not stack with the benefits of using any other shield.
- Deflecting Offhand: You gain a +3 bonus to your Armor defense. However, you cannot make dual strikes. This bonus is considered to come from a shield, and it does not stack with the benefits of using any other shield.
- Overburdened Offhand: If neither weapon is Light, you are empowered (add rank to damage).
- Steady Hands: You gain a +2 accuracy bonus with dual strikes. However, you cannot get critical hits with dual strikes.
6th – ✨ Twinned Enhancement: If you are twin-wielding with one magical ✨ weapon and one mundane weapon that is not made of a special property, you can attune to the magical weapon multiple times. For each additional time you attune to the magical weapon, you can copy one of its magical properties that does not require a deep attunement to your mundane weapon. Normally, weapons can only have one magical property, but this can allow you to copy multiple properties from a legacy item or composite weapon.
12th – Paired Precision: You gain a +1 bonus to accuracy with strikes using weapons that you are twin-wielding.
18th – Twin-Weapon Stance+: The bonus from this ability improves:
- Balanced: The bonus increases to +2.
- Deflecting Offhand: The bonus increases to +4.
- Overburdened Offhand: You also deal 1d6 extra damage with dual strikes.
- Steady Hands: The accuracy bonus increases to +3.
12.3.87 Wardweaver ✨ [Casting, Magical]
Prerequisite: Knowledge of a spell with the Barrier tag.
1st – ✨ Hardened Barriers: Objects you create using abilities with the Barrier ability tag gain a bonus equal to your power to their maximum hit points.
6th – ✨ Defensive Barriers: You gain a +1 bonus to your Armor defense. In addition, objects you create with Barrier abilities have minimum defenses equal to 5 + half your level. If the object already has specific defenses listed, it gains a +2 bonus to those defenses.
12th – ✨ Barrier Spell: You learn a spell with the Barrier ability tag from any mystic sphere that your magic source gives access to, even if you do not have access to that mystic sphere. When you gain access to new spell ranks, you can change which Barrier spell you know.
18th – ✨ Defensive Barriers+: Your Armor defense bonus from your defensive barriers ability increases to +2. In addition, objects you create with Barrier abilities gain an additional +2 bonus to their defenses.
18th – ✨ Hardened Barriers+: The hit point bonus from your hardened barriers ability increases to twice your power.
12.3.88 Weapon Focus [Combat]
1st – Focused Weapon: Choose one type of weapon, such as a broadsword. This is your focused weapon, and your abilities from this feat give you benefits with your focused weapon.
1st – Mighty Weapon: The weapon damage of your focused weapon increases by one step in the order below:
- 1d3
- 1d4
- 1d6
- 1d8
- 1d10
- 2d6
- 2d8
- 2d10
6th – Enhanced Legacy: If you choose your focused weapon as your legacy item, you can choose an additional magic item property with a maximum rank of 3. This does not function if your choice of legacy item is not specific to a particular weapon, such as with the Battle Armory feat. Otherwise, you gain an additional attunement point that you can only use for magic weapons.
12th – Enhanced Legacy+: You can change the item property, and the maximum rank increases to 5.
12th – Precise Focus: You gain a +1 accuracy bonus with strikes using your focused weapon.
18th – Enhanced Legacy++: You can change the item property, and the maximum rank increases to 7.
18th – Weapon Supremacy: Whenever you miss with a strike using your focused weapon, you still deal half damage. Any effects other than damage do not apply.
12.3.89 Whirlwind Warrior [Combat]
Prerequisite: Dexterity 2.
1st – Unfettered Movement: You can move through spaces occupied by enemies as if they were unoccupied. In addition, if you share space with exactly one other creature within one size category of you, you and that creature are not squeezing (-2 Armor and Ref). While using this ability to move through enemies, you can only end your movement in occupied space if you would not be considered squeezing by doing so.
6th – Cyclone:
| Cyclone | Standard action |
_______________________________________________________________________________________________________
When you use this ability, make a melee strike with 1d4 extra damage. The strike targets all enemies adjacent to you.
_______________________________________________________________________________________________________
Level 9: The extra damage increases to be equal to half your power.
Level 12: The strike deals double weapon damage.
Level 15: The strike deals quadruple weapon damage.
Level 18: The extra damage increases to be equal to your power. In addition, the strike targets all enemies within a Small (15 ft.) radius of you.
12th – Eye of the Storm: You gain a +1 bonus to your Armor and Reflex defenses against creatures that you are sharing space with.
18th – Eye of the Storm+: The bonus increases to +2.