C.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.

C.3.1 Arbalist [Combat]

Prerequisite: Dexterity 2, Perception 1.

1st – Rapid Reload: Crossbows that would normally take a minor action for you to reload instead take a free action. 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 fire 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.

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.

C.3.2 Ascetic [General]

Prerequisite: Willpower 1.

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 – Open Mind: You gain an additional insight point.

1st – ✨ Sanctified Garb: Any clothing you wear provides a +4 bonus to your Armor defense. This defense bonus does not stack with the benefits of body armor. However, you are not considered to be wearing body armor, so you can still gain damage reduction from effects like mage armor.

6th – ✨ 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 9th level, and every 3 levels thereafter.

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 all defenses. This bonus increases to +2 at level 12 and to +3 at level 18.

12th – Open Mind+: You gain an additional insight point.

12th – ✨ Sanctified Garb+: The Armor defense bonus increases to +5.

18th – Open Mind++: You gain two additional insight points.

C.3.3 Awareness Specialization [Skill]

Prerequisite: Awareness as a trained skill.

1st – Specialization: You gain a +3 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 +6.

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.

C.3.4 Balance Specialization [Skill]

Prerequisite: Balance as a trained skill.

1st – Specialization: You gain a +3 bonus to the Balance skill.

6th – Precise Step: You ignore difficult terrain from mundane natural sources, such as heavy undergrowth.

12th – Specialization+: The bonus from your specialization ability increases to +6.

18th – ✨ Air Dancer: You can attempt to move on surfaces that cannot support your weight, as described below.

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.

C.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

Usage time: Standard action or minor action.

Cost: One fatigue level if used as a minor action.

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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 – ✨ Ancestral Totem:

Ancestral Totem

Manifestation, Sustain (free)

Usage time: Standard action or minor action.

Cost: One fatigue level if used as a minor action.

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Choose an unoccupied location on solid ground within Long (90 ft.) range of you. A Small totem representing your ancestors appears in that location. The totem is a creature that cannot take actions of any kind, including movement. Its hit points are equal to the standard value for your level and base class. Its damage resistance is equal to half its hit points, ignoring any enhancement bonuses to hit points. Each of its defenses is equal to 5 + half your level. The totem does not block movement for any creatures.

While you are within a Medium (30 ft.) radius emanation from the totem, you gain a +2 accuracy bonus with melee strikes.

12th – ✨ Ancestral Protectors: While you have ghostly spirits 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 Warchief: The range of secondary strikes from your ancestral battlecry ability increases to Short (30 ft.) range. In addition, while you are within the emanation of your ancestral totem, it counts as an extra spirit for ancestral battlecry that does not disappear.

C.3.6 Battle Armory [Combat]

Prerequisite: Strength 1, Dexterity 2.

1st – Overburdened Quickdraw: You can draw or sheathe any weapon or shield other than a tower shield as a free action. This still counts against your one free action object manipulation per round (see Manipulating Objects). In addition, you can store up to ten items for easy access on your body, rather than five (see Storing Items).

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 choose magic weapon abilities that apply to all nonmagical weapons you wield. If you attune to a magical weapon, it keeps its own magical effects instead of your chosen legacy item properties.

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 power with all abilities.

18th – Fast Hands: You get two free action object manipulations each round, rather than only one (see Manipulating Objects).

C.3.7 Blindfighter [Combat]

Prerequisite: Perception 2.

1st – Unerring: You ignore all miss chances, such as from concealment. 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 bonus to accuracy.

18th – Blindsight+: The range of your blindsense increases by 90 feet. In addition, the range of your blindsight increases by 150 feet.

C.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 lose hit points equal to your maximum spell rank. In exchange, you gain a +2 power bonus with the spell, and the spell does not require verbal components or somatic components.

6th – ✨ Bloodbind: Whenever you make a living creature lose hit points using a spell, you can choose to bind the target’s blood to yours. While the target is bound, you are always considered to have line of sight to it. You can see it through all forms of concealment and cover, even if it is invisible or fully behind a solid object. This binding lasts until you finish a long rest.

12th – ✨ Blood-Sworn Allegiance: You can swear a blood oath to your allies. You automatically fail any attack rolls you make against a creature that you have sworn this blood oath with. In addition, those creatures automatically fail any attack rolls they make against 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.

18th – ✨ Bloodbind+: You are always considered to have line of effect with magical ✨ abilities to a creature bound by your bloodbind ability, regardless of intervening obstacles. This allows you to cast spells on them through solid walls.

18th – ✨ Bloodspell+: The power bonus from your bloodspell ability increases to +4.

C.3.9 Boongiver ✨ [Casting, Magical]

Prerequisite: Access to a mystic sphere.

1st – ✨ Share Boon:

Share Boon

Usage time: Can be triggered when you cast a spell with the Attune tag.

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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.

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 – ✨ 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.

12th – ✨ 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.

18th – ✨ Share Boon+: You can use your share boon ability on up to three different spells at once. If you use the ability while it already affects another spell, you choose which spells are affected by the ability.

C.3.10 Brawler [Combat]

Prerequisite: Strength 1, Dexterity 1.

1st – Unarmed Warrior: You gain a +2 accuracy bonus with the punch/kick natural weapon, and you deal 1d4 damage with it (see Natural Weapons). 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 +2 bonus to accuracy with all Brawling abilities (see Special Combat Abilities).

6th – Large Grappler: You are considered one size category larger than normal for the purpose of the grapple and maintain grapple abilities.

12th – Unarmed Warrior+: The damage from your unarmed warrior ability increases to 1d6.

12th – Brawling Expertise+: The bonus from your brawling expertise ability increases to +4.

18th – Grapple Supremacy: When you grapple a target with the grapple ability, you automatically take control of the grapple (see Controlling a Grapple).

C.3.11 Celestial Ancestry ✨ [Ancestry, Magical]

Prerequisite: Non-evil alignment.

Special: You can only have one Ancestry feat.

1st – ✨ Celestial Benevolence: Whenever an adjacent ally is attacked by a targeted ability, the attack is made against you instead. If that ability would already target you, it affects you twice, rolling separately for each attack. You can suppress or resume this ability as a free action with the Swift ability tag.

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 half the hit points you regained with that recover ability.

12th – ✨ Angel Wings: You gain feathery wings that sprout from your back. These wings grant you a fly speed equal to the base speed for your size 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 ✨.

12th – ✨ Celestial Benevolence+: This ability affects all allies within a Medium (30 ft.) radius emanation from you.

18th – ✨ Angel Wings+: The height limit increases to 30 feet.

C.3.12 Chameleon [General]

Prerequisite: Disguise as a trained skill, Intelligence 2.

1st – 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. Whenever you finish a long rest, you can choose which one of those three archetypes you actually have access to. You gain all benefits of your chosen archetype, and temporarily lose all benefits from the archetypes you did not choose in this way.

You must track which choices you made for archetypes 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.

6th – Adaptive Specialty: Whenever you finish a short rest, you may choose an effect from the list below. Each effect lasts until you finish a short rest.

12th – Instant Adaptation: As a minor action, you can change your choice of adaptive archetype and adaptive specialty. When you do, you increase your fatigue level by two.

18th – Adaptive Archetype+: Instead of choosing a single archetype to activate with your adaptive archetype, you may choose a blend of two archetypes simultaneously. First, choose two archetypes to combine. For each rank you have access to, you choose one archetype and gain all abilities of that rank from that archetype and no abilities of that rank from the other archetype. You cannot choose abilities from an archetype that reference or improve abilities from that same archetype which you do not have. For example, you cannot choose the wildspell+ ability unless you also have the wildspell ability.

Whenever you finish a long rest, you may choose up to three archetype blends. You can use your instant adaptation ability to switch between these archetype blends, but you cannot use it to create entirely new archetype blends.

18th – Adaptive Specialty+: The effects of your adaptive specialty ability improve, as described below.

C.3.13 Climb Specialization [Skill]

Prerequisite: Climb as a trained skill.

1st – Specialization: You gain a +3 bonus to the Climb skill.

6th – Climb Speed: You gain a climb speed 10 feet slower than the base speed for your size. If you already have a climb speed, you gain a +10 foot bonus to your climb speed. A successful Climb check to move allows you to travel a distance equal to your climb speed.

12th – Specialization+: The bonus from your specialization ability increases to +6.

18th – Rapid Climb: You gain a +10 foot bonus to your climb speed.

C.3.14 Combat Style Versatility [Combat]

Prerequisite: Intelligence 2, access to at least one combat style.

1st – Combat Styles: You gain access to all combat styles.

6th – Maneuvers: You learn two additional maneuvers. When you gain access to new maneuver ranks, you can change which maneuvers you know.

12th – Maneuver Fusion:

Maneuver Fusion

Usage time: Standard action.

Cost: You are unable to take any standard actions during the action phase of the following round.

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Choose two maneuvers that you know. You use both maneuvers simultaneously. Roll the attack roll and damage for each strike separately. You cannot use the desperate exertion ability to affect either strike.

18th – Maneuvers+: The number of additional maneuvers you learn increases to four.

C.3.15 Craft Specialization [Skill]

Prerequisite: Any Craft skill as a trained skill.

1st – Specialization: You gain a +3 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 +6.

18th – Craft Legacy Item: You can use your crafting ability to enhance your legacy item (see ??). This allows you to add one additional magic item property to it. The maximum rank for this magic item property is 5, but the crafting costs and difficulty are calculated as if it were a rank 7 magic item property. You gain the benefits of this property without attunement, just like your other legacy item properties. You can recraft it to change this extra magic item property for the same cost as crafting a new item.

C.3.16 Creature Handling Specialization [Skill]

Prerequisite: Creature Handling as a trained skill.

1st – Specialization: You gain a +3 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 ??.

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 ??). 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 +6.

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.

C.3.17 Deception Specialization [Skill]

Prerequisite: Deception as a trained skill.

1st – Specialization: You gain a +3 bonus to the Deception skill.

6th – ✨ Forked Tongue:

Forked Tongue

Subtle, Sustain (minor)

Usage time: Minor action.

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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.

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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 +6.

18th – ✨ Deceive Reality:

Deceive Reality

Usage time: Standard action once per long rest.

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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”.

C.3.18 Devices Specialization [Skill]

Prerequisite: Devices as a trained skill.

1st – Specialization: You gain a +3 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 ?? ).

12th – Specialization+: The bonus from your specialization ability increases to +6.

18th – Rapid Improvisation+: It takes you only a standard action to make a device of up to Small size with the improvise ability (see ??).

C.3.19 Disguise Specialization [Skill]

Prerequisite: Disguise as a trained skill.

1st – Specialization: You gain a +3 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 +6.

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.

C.3.20 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 C.2: Dragon Types. You have the blood of that type of dragon in your veins. You are impervious to attacks with that dragon’s associated tag.

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

Usage time: Standard action.

Cost: You briefly cannot use this ability again.

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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 C.2: Dragon Types).

Hit: 1d8 damage +1 per power.

Miss: Half damage.

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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 fly speed equal to the base speed for your size 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 draconic scales ability increases to +2.

18th – Draconic Wings+: You gain a +10 foot bonus to the fly speed.

Table C.2:Dragon Types
Dragon

Tag

Breath Weapon

Black

Acid

Medium (30 ft.), 5 ft. wide line

Blue

Electricity

Medium (30 ft.), 5 ft. wide line

Brass

Fire

Medium (30 ft.), 5 ft. wide line

Bronze

Electricity

Medium (30 ft.), 5 ft. wide line

Copper

Acid

Medium (30 ft.), 5 ft. wide line

Gold

Fire

Small (15 ft.) cone

Green

Acid

Small (15 ft.) cone

Red

Fire

Small (15 ft.) cone

Silver

Cold

Small (15 ft.) cone

White

Cold

Small (15 ft.) cone

C.3.21 Duelist [Combat]

Prerequisite: Dexterity 2, Intelligence 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

Usage time: Standard action.

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Make a melee strike with a non-Heavy weapon. This strikes 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 gain a +2 accuracy bonus with the strike. If that creature is not adjacent to any of its allies, you gain an additional +2 accuracy bonus.

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Level 9: If either accuracy bonus applies, the strike deals 1d4 extra damage.

Level 12: The extra damage increases to 2d6.

Level 15: The extra damage increases to 3d8.

Level 18: The strike deals double weapon damage.

12th – Defensive Stance: You gain a +1 bonus to your Armor defense as long as you wield a non-Projectile weapon. 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 bonuses from your duel focus ability increase to +2.

C.3.22 Endurance Specialization [Skill]

Prerequisite: Endurance as a trained skill.

1st – Specialization: You gain a +3 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 +6.

18th – Ignore Vital Wound: Whenever you gain a vital wound, you can choose to ignore its 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.

C.3.23 Entropist ✨ [General, Magical]

Prerequisite: Willpower 2.

1st – ✨ Sudden Entropy:

Sudden Entropy

Usage time: Standard action.

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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: 1d6 damage +1 per power.

Miss: 50% of the time, you still deal half damage.

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Level 3: The base damage increases to 1d8.

Level 6: The damage bonus from your power increases to 1d6 per 3 power.

Level 9: The damage bonus increases to 1d6 per 2 power.

Level 12: The damage bonus increases to 1d8 per 2 power.

Level 15: The damage bonus increases to 1d10 per 2 power.

Level 18: The damage bonus increases to 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 roll twice and keep whichever result you prefer. 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). 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.

C.3.24 Executioner [Combat]

Prerequisites: Perception 2.

1st – Marked for Execution: You consider living creatures that either have a vital wound or have less than their maximum hit points 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. This bonus increases to +2 if you are adjacent to the creature.

6th – Blood Sense: You gain lifesense with a 60 foot range, allowing you to sense the location of living creatures 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 – Death is Inescapable: Whenever you deal damage to a creature that is marked for execution, it briefly becomes slowed (half speed, -2 Armor and Ref).

18th – Finishing Blow+: The accuracy bonus increases to +2, or to +4 if you are adjacent.

C.3.25 Fateweaver [General, Magical]

Prerequisite: Perception 2.

1st – ✨ Inevitable Attack: Whenever you would make an attack roll, you can instead choose to treat your roll as a 5. You must use this ability before rolling. If this result does not cause you to hit the target, you roll the attack roll normally.

6th – ✨ Fateseal:

Fateseal

Usage time: Standard action.

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Make an attack vs. Mental against one creature within Medium (60 ft.) range of you.

Hit: The target is fatesealed as a condition. Whenever you or one of your allies make an attack roll against it, if the roll would be less than a 6, treat it as a 6 instead. This does not affect extra dice from exploding attacks.

Critical hit: This condition must be removed an additional time before the effect ends.

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You gain a +2 accuracy bonus for every 3 levels beyond 6.

12th – ✨ Inevitable Success: Whenever you would make a check, you can instead choose to treat the result of your roll as a 5. You must use this ability before rolling. If this result does not cause you to succeed at the check, you roll the check normally.

18th – ✨ Fated Victory: The fixed results from your inevitable attack and inevitable success abilities each increase to 7.

C.3.26 Flexibility Specialization [Skill]

Prerequisite: Flexibility as a trained skill.

1st – Specialization: You gain a +3 bonus to the Flexibility skill.

6th – Rapid Escape: You can escape bindings and use the escape grapple ability as a movement, 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 +6.

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).

C.3.27 Ghostblade ✨ [Combat, Magical]

Prerequisite: Dexterity 1, Willpower 2.

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 attacks with it have the Cold tag. If you chose body armor or a shield, you are impervious to Cold attacks and all attacks by incorporeal creatures.

6th – ✨ Spectral Slice:

Spectral Slice

Usage time: Standard action.

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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 the target takes damage and your attack result beats its Fortitude defense, it is slowed (half speed, -2 Armor and Ref) as a condition.

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Level 9: The strike deals 1d6 extra damage.

Level 12: The extra damage increases to 1d6 + 1 per 2 power.

Level 15: The extra damage increases to 1d6 + 1 per power.

Level 18: The weapon damage is doubled.

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 – ✨ Spectral Armament+: The effect of your legacy item improves. If you chose a weapon, whenever you make a melee strike, you can make the strike against each target’s Reflex defense in place of its Armor defense. This has no effect on strikes that are not made against Armor defense. If you chose body armor or a shield, you may use your Armor defense in place of your Reflex defense against all attacks.

C.3.28 Greatweapon Warrior [Combat]

Prerequisite: Strength 3.

1st – Cleave: Whenever you make a melee strike with a weapon you use with two hands, it gains the Sweeping (1) tag (see Sweeping). In addition, you can choose secondary targets within 15 feet of the primary target instead of the normal 10 feet. Each secondary target must still be adjacent to you unless you are using a Long weapon (see Weapon Tags). If the weapon already has the Sweeping tag, you increase the tag’s value by 1, allowing you to choose an additional secondary target.

6th – Power Attack: Once per round, when you make a melee strike with a weapon that you use with two hands, you may take a -2 accuracy penalty. If you do, the strike deals extra damage equal to your power. After using this ability, you briefly suffer a -1 penalty to your Armor and Reflex defenses.

12th – Cleave+: You instead gain the Sweeping (2) tag, or you increase the existing tag’s value by 2.

18th – Power Attack+: Whenever you deal damage to a creature or object with a power attack, you can knockback that creature or object up to 15 feet. You can only move any individual creature or object in this way once per round.

C.3.29 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 +5 foot bonus to your maximum jump height. This does not affect the forward distance you can reach with your jumps.

6th – Call to Heaven:

Call to Heaven

Brawling (see text)

Usage time: Standard action.

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Make an attack vs. Fortitude against one creature or object adjacent to you. If you hit, and the target’s weight category does not exceed your carrying capacity, you knockback the target up to 10 feet into the air. 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 first attack has the Brawling tag, but the strike does not.

Typically, a creature hit by this attack will fall to the ground at the end of the round, taking falling damage (see Falling Damage).

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12th – Instant Leap: You are always considered to have a running start when jumping.

18th – Featherlight Leap+: Your maximum jumping height increases to twice your maximum horizontal jump distance. This does not affect the forward distance you can reach with your jumps. If you have the float like air+ monk ability with the same effect, you instead increase the bonus from your featherlight leap ability to +15 feet.

C.3.30 Herbalist [General]

Prerequisite: Knowledge (nature) as a trained skill.

1st – Esoteric Concoction: You can use your Knowledge (nature) skill in place of Craft (alchemy) or Craft (poison) to create poisons and potions. This does not help you create other alchemical items, such as alchemist’s fire. When you do, you must use esoteric natural ingredients in place of the normal ingredients. However, all poisons you create with this ability deteriorate and lose their effectiveness after 8 hours.

The replacement ingredients must be difficult to acquire in large quantities and impossible to acquire in a normal city. For example, you can use the tail of a blind mouse or the dew from a four-leafed clover, but you could not use dirt or ordinary tree bark. Once you have determined a purpose for a particular replacement ingredient, you cannot use that ingredient as a replacement in any other poison or potion.

In general, it requires an hour of work and a Knowledge (nature) check equal to 5 + twice the rank of the item to find ingredients for an item in this way. Each time you find ingredients for an item this way, the time required to find ingredients again increases by an hour and the difficulty value increases by 5. Whenever you finish a long rest or enter a different environment with different ingredients, these penalties reset.

6th – Potent Poisons: You gain a +1 bonus to accuracy with any poisons you create, including poisonous spells you cast.

6th – Tempting Concoction:

Tempting Concoction

Attune, Emotion, Subtle

Usage time: Standard action.

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Choose one liquid poison or potion you created, or an object containing one of those liquids, within Short (30 ft.) range. Whenever an enemy notices the chosen object, make a reactive attack vs. Mental against it. You are not aware of this attack, so you cannot use abilities like desperate exertion to affect it. If the poison or potion is not concealed inside a less suspicious object, such as a tankard of ale or an apple, you take a -4 penalty to accuracy. You cannot make this attack more than once against any individual target during this ability’s duration.

Hit: The target is filled with the desire to investigate and try to consume the liquid or the object containing the liquid. It will not generally interrupt combat or wander into obvious danger to fulfill its desire, but individual creatures may react more or less strongly. This effect lasts until the target consumes the object or until it finishes a short rest.

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You gain a +2 accuracy bonus with the attack for every 3 levels beyond 6.

12th – Esoteric Concoction+: The time required to find ingredients with your esoteric concoction ability is halved. In addition, the difficulty value of the Knowledge check is reduced by 10.

18th – Potent Poisons+: The bonus from your potent poisons ability increases to +3.

C.3.31 Intimidate Specialization [Skill]

Prerequisite: Intimidate as a trained skill.

1st – Specialization: You gain a +3 bonus to the Intimidate skill.

6th – Greater Demoralize: When you use the demoralize ability, the target is frightened by you even if it has damage resistance remaining. For details, see ??.

12th – Specialization+: The bonus from your specialization ability increases to +6.

18th – Threatening Presence: Creatures that are frightened or panicked by you suffer a penalty to their Armor, Fortitude, and Reflex defenses equal to the penalty they suffer to their Mental defense.

C.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.

C.3.33 Juggernaut [Combat]

Prerequisite: Strength 1, Constitution 2.

1st – Unstoppable: You are immune to being slowed (half speed, -2 Armor and Ref), immobilized (-4 Armor and Ref, cannot use movement speeds), and paralyzed (cannot move). In addition, you are unaffected by difficult terrain.

6th – Brute Force: You gain a +1 bonus to your mundane power.

6th – Trample:

Trample

Brawling, Size-Based

Usage time: Standard action.

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This ability functions like the overrun ability, except that creatures may not choose to avoid you. In addition, the attack deals 1d6 damage +1 per power. Creatures only take this damage if you move into their space during your movement with this ability. On a miss or glance, creatures still take half damage if you are somehow able to move into their space despite failing to overrun them.

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Level 9: The damage bonus from your power increases to 1d6 per 3 power.

Level 12: The damage bonus increases to 1d6 per 2 power.

Level 15: The damage bonus increases to 1d8 per 2 power.

Level 18: The damage bonus increases to 1d6 per 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 maximum rank.

18th – Brute Force+: The mundane power bonus increases to +2.

18th – Unstoppable+: You are immune to teleport, knockback, push 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.

C.3.34 Knowledge Specialization [Skill]

Prerequisite: Any Knowledge skill as a trained skill.

1st – Specialization: You gain a +3 bonus to all Knowledge skills.

6th – Studied Defense: You gain +1 bonus to your choice of your 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 +6.

18th – Studied Defense+: The bonus increases to +2.

C.3.35 Leadership [Combat]

Prerequisite: Either Intelligence 2 or Willpower 2.

1st – Battle Command:

Battle Command

Usage time: Standard action.

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Choose an ally within Medium (60 ft.) range. During the current phase, the target gains a +2 bonus to accuracy and rolls twice for any attacks it makes, keeping the better result.

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

Emotion, Swift

Usage time: Standard action.

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One ally who can see or hear you gains a +2 bonus to vital rolls and all defenses this round.

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Level 18: The bonus increases to +3.

18th – Unyielding Presence: As long as you are conscious, your allies who can see or hear gain a +2 bonus to their vital rolls.

C.3.36 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.

C.3.37 Martial Training [Combat]

1st – Equipment Training: You choose one of the following benefits. Unless otherwise noted in its description, you can only choose each benefit once.

6th – Applied Training:

Applied Training

Usage time: Standard action.

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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.

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Level 9: +5 accuracy, or 1d4 + half power extra damage.

Level 12: +10 accuracy, or 1d4 + power extra damage

Level 15: +3 accuracy and double weapon damage, or 2d8 + power extra damage.

Level 18: +6 accuracy and double weapon damage, or 4d10 + power extra damage.

12th – Equipment Training+: You gain two additional equipment training abilities of your choice.

18th – Equipment Training+: You gain two additional equipment training abilities of your choice.

C.3.38 Medicine Specialization [Skill]

Prerequisite: Medicine as a trained skill.

1st – Specialization: You gain a +3 bonus to the Medicine skill.

6th – Healing Touch:

Healing Touch

Swift

Usage time: Standard action.

Cost: One fatigue level from the target.

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Choose yourself or a living ally you touch. The target regains 6d6 hit points. In addition, make a Medicine check. For each poison and disease on the target, if your check result beats a difficulty value equal to 10 + twice its rank, the effect is removed.

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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 +6.

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.

C.3.39 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. However, you cannot use magic implements such as staffs to affect spells you cast.

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.

C.3.40 Metacaster ✨ [Casting, Magical]

Prerequisite: Metamagic ability, Intelligence 2.

1st – ✨ Sphere Access: You gain access to an additional mystic sphere. Each mystic sphere has a set of spells associated with it. You automatically learn all cantrips from any mystic sphere you have access to. If you have multiple magic sources, you can cast spells from that sphere with any magic source that the mystic sphere belongs to. w

6th – ✨ Adaptive Metamagic: Choose one spell you know. Whenever you cast that spell, you may apply one metamagic ability of your choice to that spell. You can choose any of the metamagic abilities offered by your class which are valid for that spell. This does not allow you to exceed the normal maximum of two metamagic abilities on a single spell.

12th – ✨ Spell Fusion:

Spell Fusion

Usage time: Standard action.

Cost: You are unable to take any standard actions during the action phase of the following round.

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Choose two spells that you know which do not have the Sustain or Attune tags. You cast both spells simultaneously. Both spells that you fuse in this way must have the same area shape, such as a cone or sphere, and targeting restrictions, such as affecting only enemies or living creatures. If one spell affects a strictly larger area or a strictly larger number of targets than the other, you must use the smaller of the two areas or target counts. You must choose the same targets and area for both spells, if applicable. Roll the attack roll and damage for each spell separately. You cannot use the desperate exertion ability to affect either spell.

18th – ✨ Adaptive Metamagic+: You can choose an additional spell you know with your adaptive metamagic ability. In addition, you can apply two metamagic abilities to your chosen spells, rather than only one.

C.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

Attune

Usage time: Standard action.

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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.

You must make any attack rolls required for the spell separately from your attack roll with the strike. The spell takes effect even if the strike misses the target’s defenses. However, the spell does not take effect if the strike misses or fails for some other reason, such as cover or concealment.

After the spell takes effect, your attunement to this ability ends, and you briefly cannot trigger any more spells you imbued this ability. 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 ignore 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 either spell takes effect.

18th – ✨ Phasing Projectiles: Your ranged strikes with Projectile weapons ignore 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.

C.3.42 Null [General]

Prerequisite: Willpower 2.

1st – Mundane Resilience: You gain a bonus to your hit points and damage resistance equal to your level.

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 – Sever Magic:

Sever Magic

Usage time: Standard action.

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Make a strike. If the target takes damage from the strike, it stops being attuned to one effect of its choice that it is currently attuned to. If it has any magical abilities, but has no remaining attuned effects, it becomes stunned (-2 defenses) as a condition instead. On a critical hit, the strike deals double damage and the target stops being attuned to two abilities of its choice that it is currently attuned to. In addition, as a condition, it stops being able to attune to abilities.

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You gain a +2 accuracy bonus with the strike for every 3 levels beyond 6.

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 accuracy, your fatigue tolerance, and all defenses. These bonuses increase to +2 at level 12 and to +3 at level 18.

12th – Disruptive Presence: Whenever an enemy within an Small (15 ft.) radius from you uses a magical ✨ ability as a standard action, the ability has a 20% chance to fail with no effect. If that enemy’s maximum rank is less than your maximum rank, this failure chance increases to 50%. This cannot cause passive or triggered abilities to fail.

18th – Mundane Resilience+: The bonuses from your mundane resilience ability increase to twice your level.

18th – True Null: You are unaffected by all magical ✨ abilities.

C.3.43 Perform Specialization [Skill]

Prerequisite: Any Perform skill as a trained skill.

1st – Specialization: You gain a +3 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.

12th – Specialization+: The bonus from your specialization ability increases to +6.

18th – ✨ Synergistic Performance+: You add your full Perform modifier instead of half your modifier.

C.3.44 Persuasion Specialization [Skill]

Prerequisite: Persuasion as a trained skill.

1st – Specialization: You gain a +3 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 +6.

18th – ✨ Suggestion:

Suggestion

Emotion, Subtle, Sustain (minor)

Usage time: Standard action.

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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.

C.3.45 Precognition [General]

Prerequisite: Intelligence 3.

1st – Foresight: You gain a +2 bonus to Awareness checks. In addition, you are never fully unaware (-6 Armor and Ref), though you can still be partially unaware (50% miss chance, -2 Armor and Ref).

1st – Precognitive Offense: You can add your Intelligence to your mundane power instead of your Strength (see Power).

6th – Combat Prediction:

Combat Prediction

Subtle, Sustain (minor)

Usage time: Standard action.

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Choose a creature within Medium (60 ft.) range of you. 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 of you 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.

C.3.46 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 Spells and Rituals). 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.

C.3.47 Rapid Reaction [General]

Prerequisite: Dexterity 2.

1st – Lightning Reflexes: You gain a +2 bonus to your Reflex defense.

1st – Sidestep: If you have movement remaining with your land speed after the movement phase, you may use that movement during the action phase as a free action. You cannot carry over more than five feet of movement in this way.

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.

18th – Evasive Reaction+: This ability also protects you from area attacks against your 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 Fortitude and Mental defenses against area attacks.

C.3.48 Regenerator [General]

Prerequisite: Constitution 3.

1st – Regenerative Recovery:

Regenerative Recovery

Swift

Usage time: Standard action.

Cost: One fatigue level.

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You regain 3d6 hit points. If you gained any vital wounds during the previous round, your healing with this ability is doubled.

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Level 3: The healing increases to 4d6.

Level 6: The healing increases to 6d6.

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.

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.

C.3.49 Ride Specialization [Skill]

Prerequisite: Ride as a trained skill.

1st – Specialization: You gain a +3 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. In addition, while you are mounted, you gain a +1 accuracy bonus with Mounted weapons (see Weapon Tags).

12th – Specialization+: The bonus from your specialization ability increases to +6.

18th – Mounted Defense+: The defense bonus from your mounted defense ability increases to +6.

18th – Mounted Warrior+: The penalty reduction from your mounted warrior ability increases to 4. In addition, the accuracy bonus increases to +2.

C.3.50 Shieldbearer [Combat]

Prerequisite: Strength 2.

1st – Shield Expertise: You gain a +1 bonus to Armor defense while you wield a shield. This bonus is doubled for the current round when you take the total defense action.

6th – Forceful Block: Whenever a creature misses or glances you with a melee strike, if you are wielding a shield, that creature briefly takes a -2 penalty to Armor defense. As normal, this bonus does not stack with itself, even if the same creature misses you with multiple melee attacks.

12th – Arrow Deflection: While you wield a shield, you and each ally adjacent to you gain a +2 bonus to Armor defense against ranged strikes. This bonus is doubled for the current round when you take the total defense action.

18th – Forceful Block+: The penalty from your forceful block ability increases to -4.

18th – Shield Expertise+: The bonus from your shield expertise ability increases to +2.

C.3.51 Sleight of Hand Specialization [Skill]

Prerequisite: Sleight of Hand as a trained skill.

1st – Specialization: You gain a +3 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 +6.

18th – ✨ Extradimensional Pocket:

Extradimensional Pocket

Attune

Usage time: Can be triggered when you use the conceal object ability (see Sleight of Hand).

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You conceal the object in a pocket dimension that cannot be accessed by nonmagical means. When your attunement to this ability ends, the object appears in a free hand. If you have no free hands, it drops to the ground.

C.3.52 Sniper [Combat]

Prerequisite: Perception 2.

1st – Aim:

Aim

Subtle, Sustain (minor)

Usage time: Standard action.

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Choose a creature or object you can see. You gain a +2 accuracy bonus against the target.

If you lose sight of the target for a full round, this effect ends.

6th – Sniper’s Precision: You gain a +1 bonus to accuracy with ranged strikes.

12th – Steady Shot: If your location did not change since the start of the round, you reduce your longshot penalty by 2.

18th – Sniper’s Precision+: The accuracy bonus from your sniper’s precision ability increases to +2.

18th – Steady Shot+: The penalty reduction from your steady shot ability increases to 4, allow you to ignore any longshot penalty.

C.3.53 Social Insight Specialization [Skill]

Prerequisite: Social Insight as a trained skill.

1st – Specialization: You gain a +3 bonus to the Social Insight skill.

6th – ✨ Read Emotions:

Read Emotions

Emotion, Sustain (minor), Subtle

Usage time: Standard action.

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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.

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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 +6.

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.

C.3.54 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).

1st – Martial Implement: You can cast spells using a non-Projectile weapon as if it were an implement (see Magic Implements).

6th – ✨ Spellstrike:

Spellstrike

Usage time: Standard action.

Cost: One fatigue level, and you briefly cannot use this ability again.

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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). You cannot use the desperate exertion ability to affect the strike or the spell.

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Level 9: You gain a +1 accuracy bonus with the strike.

Level 12: The accuracy bonus increases to +2.

Level 15: The accuracy bonus increases to +4.

Level 18: The strike deals double weapon damage.

12th – ✨ Spellsword Conduit: Whenever you deal damage with a melee strike, you briefly gain a +2 accuracy bonus with spells against each damaged creature.

18th – ✨ Spellsword Conduit+: The accuracy bonus increases to +4.

C.3.55 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 ??.

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 Knowledge: You learn one spell from your mystic sphere.

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.

9th – ✨ Spell Rank: You become a rank 3 spellcaster in your chosen mystic sphere. This gives you access to spells that require a minimum rank of 3 and can improve the effectiveness of your existing spells.

12th – ✨ Spell Knowledge: You learn one spell from your mystic sphere.

12th – ✨ Spell Rank: You become a rank 4 spellcaster in your chosen mystic sphere. This gives you access to spells that require a minimum rank of 4 and can improve the effectiveness of your existing spells.

15th – ✨ Spell Rank: You become a rank 5 spellcaster in your chosen mystic sphere. This gives you access to spells that require a minimum rank of 5 and can improve the effectiveness of your existing spells.

18th – ✨ Spell Knowledge: You learn one spell from your mystic sphere.

18th – ✨ Spell Rank: You become a rank 6 spellcaster in your chosen mystic sphere. This gives you access to spells that require a minimum rank of 6 and can improve the effectiveness of your existing spells.

21st – ✨ Spell Rank: You become a rank 7 spellcaster in your chosen mystic sphere. This gives you access to spells that require a minimum rank of 7 and can improve the effectiveness of your existing spells.

C.3.56 Sphere Focus: Aeromancy ✨ [Casting, Magical]

PIC

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. The spell takes effect as if you were in the chosen location. This affects your line of effect for the ability, but not your line of sight (since you still see from your normal location). Since an ability’s range is measured from your location, this can allow you to affect targets outside your normal range.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher rank.

12th – ✨ Airborne: You gain a fly speed equal to the base speed for your size 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 +60 feet.

C.3.57 Sphere Focus: Aquamancy ✨ [Casting, Magical]

Prerequisite: Access to the Aquamancy mystic sphere.

1st – ✨ Aquatic Propulsion: Once per round, when you make an attack with a spell from the Aquamancy mystic sphere, you can push yourself up to 10 feet. You can 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. When you cast that spell, you can imbue it in a Small bubble of water that appears in your space. If you do, the spell does not take effect immediately, and you choose a location within Medium (60 ft.) range of you. The bubble floats 15 feet through the air towards your chosen destination during each subsequent phase. It pops when it reaches its destination or hits an intervening obstacle. As normal for simultaneous actions, creatures cannot dodge the bubble by moving away in the same phase that it would reach them.

When the bubble pops, the spell takes effect at the bubble’s location as if you were there. A targeted spell only targets the creature or object that the bubble popped on. Area spells must have their point of origin where the bubble popped, but you can otherwise control their direction normally. This affects your line of effect for the ability, but not your line of sight (since you still see from your normal location).

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher rank.

12th – ✨ Partially Liquid: You gain a +4 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.

C.3.58 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.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher 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.

C.3.59 Sphere Focus: Channel Divinity ✨ [Casting, Magical]

Prerequisite: Access to the Channel Divinity mystic sphere.

1st – ✨ Aspect of Divinity: You gain an enhancement bonus equal to your level to your hit points and damage resistance.

6th – ✨ Judging 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 the spell, each non-ally affected by it briefly takes a -1 bonus to all defenses. This penalty also affect any attacks made by the spell itself. If the spell did not affect any non-ally creatures, you briefly gain a +1 bonus to all defenses.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher rank.

12th – ✨ Font of Divinity: Choose a spell with the Attune tag from the channel divinity mystic sphere that is not a deep attunement. 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.

18th – ✨ Greater Aspect of Divinity: The bonus from your aspect of divinity ability increases to twice your level.

C.3.60 Sphere Focus: Chronomancy ✨ [Casting, Magical]

Prerequisite: Access to the Chronomancy mystic sphere.

1st – ✨ Accelerated Mind: You can perform primarily 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. When you do, you briefly become slowed (half speed, -2 Armor and Ref) and cannot take standard actions.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher 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 (half speed, -2 Armor and Ref), you briefly gain a +20 foot bonus to your land 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.

C.3.61 Sphere Focus: Cryomancy ✨ [Casting, Magical]

Prerequisite: Access to the Cryomancy mystic sphere.

1st – ✨ Frozen Blood: You are impervious to Cold and Poison attacks.

6th – ✨ Icy Carapace: You learn the icy shell spell, or another spell from the Cryomancy mystic sphere if you already know that spell. In addition, the number of layers you can create with icy shell increases by one.

12th – ✨ Frozen Blood+: You are immune to Cold and Poison attacks.

18th – ✨ Icy Carapace+: The number of bonus layers you gain from your icy carapace ability increases to two.

C.3.62 Sphere Focus: Electromancy ✨ [Casting, Magical]

Prerequisite: Access to the Electromancy mystic sphere.

1st – ✨ Electricity Tolerance: You are impervious to Electricity attacks.

1st – ✨ Extended Chain: The distance that your abilities can chain is increased to 30 feet instead of 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.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher rank.

12th – ✨ Electricity Immunity: You are immune to Electricity attacks.

12th – ✨ Static Buildup: Whenever you use the sprint ability, you gain a +2 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.

C.3.63 Sphere Focus: Enchantment ✨ [Casting, Magical]

Prerequisite: Access to the Enchantment mystic sphere.

1st – ✨ Hidden Influence: You gain a +4 accuracy bonus with spells from the Enchantment mystic sphere against unaware (-6 Armor and Ref) creatures. In addition, the difficulty value to observe the effects of your Emotion abilities with the Awareness and Social Insight skills increases by 10 (see ??, and ??).

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 – ✨ Sympathetic Enchantment: You learn an additional targeted spell from the Enchantment mystic sphere. The spell can be up to rank 5, even if you do not have access to rank 5 spells. When you cast that spell, you can spend a minor action to sympathetically link yourself to the spell’s targets. If you do, you are target of that spell in addition to any other targets. In exchange, you roll all attacks for that spell twice, keeping the higher result.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher rank.

18th – ✨ Hidden Influence+: The accuracy bonus from your hidden influence ability also applies against partially unaware (50% miss chance, -2 Armor and Ref) 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.

C.3.64 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.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher 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.

C.3.65 Sphere Focus: Photomancy ✨ [Casting, Magical]

Prerequisite: Access to the Photomancy mystic sphere.

1st – ✨ Scour Vision: Whenever you cause a creature to become dazzled (20% miss chance, no special vision) with a spell from the Photomancy mystic sphere, you briefly become invisible to that creature. This works even if the creature was already dazzled. The creature can still see everything other than you normally.

6th – ✨ Hardlight Photomancy: You learn an additional spell from the Photomancy mystic sphere that does not have the Sustain or Attune tags. The spell can be up to rank 3, even if you do not have access to rank 3 spells. When you cast the spell, you can spend a minor action to solidify the spell’s light.

If you do, the edges of any areas of brilliant illumination created by the spell become physical barriers. These barriers provide cover against attacks made across them, though they cannot be destroyed by damage. Moving through the barriers costs an additional ten feet of movement. The barriers are only at the edges of the brilliant illumination, so this does not affect movement or attacks entirely within or entirely outside of the illuminated area.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher rank.

12th – ✨ Solar Beacon: Whenever you make a creature lose hit points with a spell from the Photomancy mystic sphere, that creature suffers consequences as if it had been struck by a beam of natural sunlight. This can be deadly for some creatures.

12th – ✨ Unwavering Sight: You are immune to being dazzled (20% miss chance, no special vision) and blinded (50% miss chance, -2 Armor and Ref).

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.

C.3.66 Sphere Focus: Polymorph ✨ [Casting, Magical]

Prerequisite: Access to the Polymorph mystic sphere.

1st – ✨ Augmented Body:

Augmented Body

Attune (deep)

Usage time: Can be triggered when you finish a short rest.

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Choose a physical attribute: Strength, Dexterity, or Constitution. You gain a +1 enhancement bonus to that attribute.

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, if your attack beats a living creature’s Fortitude defense, it takes a -4 penalty to its other defenses against that spell.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher rank.

12th – ✨ Augmented Body+: This loses the Attune (deep) tag and gains the Attune tag.

12th – ✨ Malleable Flesh: You gain a +2 bonus to the Flexibility skill. In addition, you gain a +2 bonus to your defenses when determining whether a strike gets a critical hit against you instead of a normal hit.

18th – ✨ Malleable Flesh+: The bonuses increase to +10.

C.3.67 Sphere Focus: Prayer ✨ [Casting, Magical]

Prerequisite: Access to the Prayer mystic sphere.

1st – ✨ Shared Boon: When you cast a targeted spell from the Prayer mystic sphere that does not have the Sustain or Attune tags on a single ally, you can target an additional ally within range.

6th – ✨ 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. When you do, you must cast the spell as a standard action, even if it could normally be cast as a minor action. You can only apply this ability to one spell at a time.

12th – ✨ Sustained Blessing+: When you used your sustained blessing ability, you can replace the tag with Sustain (free) instead of Sustain (minor). You can still only sustain one spell in this way at a time.

18th – ✨ Shared Boon+: When you use your shared boon ability, you can also target yourself or a third ally within range.

C.3.68 Sphere Focus: Pyromancy ✨ [Casting, Magical]

Prerequisite: Access to the Pyromancy mystic sphere.

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: Small (15 ft.), Medium (30 ft.), Large (60 ft.), Huge (90 ft.), and Gargantuan (120 ft.).

1st – ✨ Fire Tolerance: You are impervious to Fire attacks.

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. When you cast the spell, you can spend a minor action to briefly overheat the spell. You roll all attacks for an overheated spell twice, keeping the higher result. After using this ability, you briefly cannot use it again and are vulnerable (-4 defenses) to Cold attacks.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher 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 – ✨ Spreading Flame+: When you use your spreading flame ability, you can still get a glancing blow with the spell.

C.3.69 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.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher 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.

C.3.70 Sphere Focus: Summoning ✨ [Casting, Magical]

Prerequisite: Access to the Summoning mystic sphere.

1st – ✨ Empower Summon:

Empower Summon

Swift

Usage time: Minor action.

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Choose one creature within Medium (60 ft.) range that you created with a spell from the Summoning mystic sphere. That creature gains a +2 bonus to its accuracy and defenses this round.

6th – ✨ Resummon:

Resummon

Usage time: Standard action.

Cost: One fatigue level.

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Choose a spell from the Summoning mystic sphere that you are still attuned to, even if all creatures created by that spell are dead. All effects of that spell, including any active creatures, immediately end. Then, you recreate all creatures from that spell as if you had just cast it. Those creatures do not act until the next round.

12th – ✨ Generosity: Whenever you attune to an item or spell that is not a deep attunement, you may use this ability. If you do, all creatures you create with the Summoning mystic sphere gain the benefit of all enhancement bonuses from the chosen item or spell. It still affects you normally. You may only choose one attunement with this ability at a time.

12th – ✨ Resummon+: You can use your resummon ability as a minor action.

18th – ✨ Empower Summon+: The bonuses from your empower summon ability increase to +4.

C.3.71 Sphere Focus: Telekinesis ✨ [Casting, Magical]

Prerequisite: Access to the Telekinesis mystic sphere.

1st – ✨ Efficient Hand: You can cast the distant hand cantrip as a minor action, and you can sustain it as a free action. In addition, the distance you can move the object increases to 30 feet, as if you had that spell’s rank 4 upgrade.

6th – ✨ Violent Hand:

Violent Hand

Usage time: Standard action.

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Choose a weapon you are proficient with and currently controlling using the distant hand cantrip. Make a melee strike using that weapon that deals extra damage equal to half your power. 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).

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Rank 9: The extra damage increases to 1d6 + half your power.

Rank 12: The extra damage increases to 1d6 + your power.

Rank 15: The extra damage increases to 3d6 + your power.

Rank 18: The weapon damage is doubled.

12th – ✨ Kinetic 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. Whenever you cast that spell, you can spend a minor action to briefly imbue it with kinetic force. When the spell deals damage to a Huge or smaller target, you knockback that target 15 feet away from you. You can only knockback any individual creature or object once per round. After using this ability, you briefly cannot use it again.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher 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.

C.3.72 Sphere Focus: Terramancy ✨ [Casting, Magical]

Prerequisite: Access to the Terramancy mystic sphere.

1st – ✨ Earthen Alloys: You may treat iron, steel, and worked stone as if they were unworked stone for the purpose of spells from the Terramancy mystic sphere.

6th – ✨ Rocky Carapace: You learn the rocky shell spell, or another spell from the Terramancy mystic sphere if you already know that spell. In addition, the number of layers you can create with that spell increases by one.

12th – ✨ Earthen Alloys+: You may treat dirt, sand, glass, and all kinds of metal except for cold iron and adamantine as if they were unworked stone for the purpose of spells from the Terramancy mystic sphere.

18th – ✨ Rocky Carapace+: The number of bonus layers you gain from your rocky carapace ability increases to two.

C.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 – ✨ Invented 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.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher rank.

12th – ✨ Countermagic:

Countermagic

Swift

Usage time: Standard action.

Cost: See text.

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Choose a creature within Medium (60 ft.) range of you. If the target uses a magical ✨ ability as a standard 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 maximum rank, you increase your fatigue level by one. After you use this ability, you briefly cannot use it again, whether or not it actually negated a magical effect.

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.

C.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.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher 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 make a living creature lose hit points with a Toxicology spell or your venomous spell, that creature becomes vulnerable (-4 defenses) to all poisons as a condition.

C.3.75 Sphere Focus: Umbramancy ✨ [Casting, Magical]

Prerequisite: Access to the Umbramancy mystic sphere.

1st – ✨ Lightbane: You can cast the suppress light cantrip from the Umbramancy mystic sphere as a minor action, and you can sustain it as a free action.

6th – ✨ Shadowspell: You learn an additional spell. The spell can be up to rank 3, even if you do not have access to rank 3 spells. You gain a +2 accuracy bonus with that spell against shadowed targets. This stacks with any existing bonus the spell has against shadowed targets.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher rank.

12th – ✨ Shadow Jumper: While you are shadowed, the distance you can teleport with spells from the Umbramancy mystic sphere is doubled.

18th – ✨ Lightbane+: When you cast your suppress light cantrip, you can choose to completely block all light in the area instead of dimming it to be shadowy illumination. If you do, the maximum area is reduced to a Medium (30 ft.) radius, and you briefly cannot cast it in this way again.

C.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 – ✨ Residual Undergrowth: Whenever you cast a spell from the verdamancy sphere, you may create either light undergrowth or heavy undergrowth in the area of the spell. The undergrowth persists briefly. It appears on the ground within the area for area spells, or on the ground in all spaces occupied by each target of the spell for targeted spells.

12th – ✨ Lifeweb 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. Whenever you cast that spell, you can choose another Small or larger plant or living creature within Medium (60 ft.) range of you. The spell takes effect as if you were in that plant or creature’s space. This affects your line of effect for the ability, but not your line of sight (since you still see from your normal location).

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher rank.

18th – ✨ Verdant Army: Your allies within a Large (60 ft.) radius emanation from you also gain the benefit of your verdant allies ability.

C.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 bonus equal to your level to your hit points.

6th – ✨ Soulscar Spell: You learn an additional spell that does not have the Attune or Sustain tags. The spell can be up to rank 3, even if you do not have access to rank 3 spells. Any hit point loss that would be inflicted on a living creature by the spell is doubled. However, whenever you cast the spell, you lose hit points equal to its rank.

When you gain access to new spell ranks, you can change which spell you know with this ability, including spells with a higher 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 hit point bonus increases to twice your level.

C.3.78 Stealth Specialization [Skill]

Prerequisite: Stealth as a trained skill.

1st – Specialization: You gain a +3 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 +6.

18th – Ambush the Unwary: You gain a +2 accuracy bonus against unaware (-6 Armor and Ref) and partially unaware (50% miss chance, -2 Armor and Ref) creatures.

C.3.79 Survival Specialization [Skill]

Prerequisite: Survival as a trained skill.

1st – Specialization: You gain a +3 bonus to the Survival skill.

6th – Terrain Tolerance: You ignore 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 +6.

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.

C.3.80 Swiftrunner [General]

Prerequisite: Dexterity 3.

1st – Sprinter: When you use the sprint ability, you can move up to triple your movement speed.

6th – Rapid Movement: You gain a +10 foot bonus to your land speed.

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 from your rapid movement ability increases to +20 feet.

C.3.81 Swim Specialization [Skill]

Prerequisite: Swim as a trained skill.

1st – Specialization: You gain a +3 bonus to the Swim skill.

6th – Swim Speed: You gain a swim speed 10 feet slower than the base speed for your size. If you already have a swim speed, you gain a +10 foot bonus to your swim speed. A successful Swim check to move allows you to move a distance equal to your swim speed.

12th – Specialization+: The bonus from your specialization ability increases to +6.

18th – Earth Swimmer: You can swim through loose earth and dirt as if it were water. Your swim speed in earth is 10 feet, regardless of any bonuses or penalties that would normally apply to your swim speed. In addition, you take a -4 penalty to accuracy and your Armor and Reflex defenses while swimming in this way. The earth and dirt around you blocks line of sight and line of effect, so you usually cannot used ranged attacks of any kind.

C.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

Compulsion

Usage time: Standard action.

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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 +1 per 2 power. If the target loses hit points from this damage, it becomes stunned (-2 defenses) as a condition.

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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

Emotion, Subtle, Sustain (standard)

Usage time: Standard action.

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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.

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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 0 or higher.

18th – ✨ Telepathy++: The range of your telepathy increases by 120 feet.

C.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 bonus equal to your level to your hit points and damage resistance.

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 – Durable+: The bonuses increase to twice your level.

C.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 hit or glance a target with a strike using that arrow, the alchemical item has its normal effect on that target. The alchemical item makes its own attack roll separately from the attack roll for the strike. It only affects one target of the strike, even if the strike would normally affect multiple creatures or objects. If the alchemical item would normally affect an area, that area is centered on the target of the strike. 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.

18th – Combo Expertise+: Both accuracy bonuses increase to +2.

C.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 ??). As long as you have two free hands, you gain a +1 accuracy bonus with spells that you cast using somatic components.

6th – ✨ Freehand Implement: You can gain the benefits of up to two magical implements, such as staves or wands, without having to hold them in your hands. You must still have them on your person, such as in a pocket or strapped to your back, and you must still be attuned to them to gain their benefits. In addition, if your legacy item is an apparel item, you may choose both apparel and implement magic item effects for it.

12th – ✨ Twinspell:

Twinspell

Usage time: Standard action.

Cost: Two fatigue levels.

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You can only use this ability if you have two free hands.

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.

18th – ✨ Twinhand Precision+: The bonus from your twinhand precision ability increases to +2.

C.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 identical weapon that you are proficient with. 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 – Paired Precision: You gain a +1 bonus to accuracy with strikes while twin-wielding.

6th – 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.

12th – ✨ Paired Imbuement: While you are twin-wielding, both of your weapons share all magical ✨ properties from either weapon.

18th – Paired Precision+: The accuracy bonus increases to +2.

C.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 damage resistance. In addition, they treat all damage as being environmental damage, so their damage resistance is never reduced (see Environmental Damage).

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 damage resistance bonus from your hardened barriers ability increases to twice your power.

C.3.88 Weapon Focus [Combat]

1st – Focused Weapon: Choose one type of weapon, such as a broadsword. This is your focused weapon, and many abilities from this feat give you benefits with your focused weapon.

1st – Precise Focus: You gain a +1 accuracy bonus with your focused weapon.

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.

12th – Mighty Focus: You gain a +2 bonus to power with attacks using your focused weapon.

12th – Precise Focus+: The accuracy bonus increases to +2.

18th – Enhanced Legacy+: You can change the item property, and the maximum rank increases to 7.

C.3.89 Whirlwind Warrior [Combat]

Prerequisite: Dexterity 2.

1st – Unfettered Movement: You can move through spaces occupied by enemies as if they were unoccupied.

6th – Cyclone:

Cyclone

Sustain (standard)

Usage time: Standard action.

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When you use this ability, make a melee strike with 1d4 extra damage. The strike targets all enemies adjacent to you. Whenever you sustain this ability, you can move up to half your land speed and make a melee strike. The strike targets all enemies adjacent to you at any point during your movement.

Miss: Half damage.

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Level 9: The extra damage increases to be equal to half your power.

Level 12: The extra damage increases to be equal to your power.

Level 15: The extra damage increases to 1d8 + your power.

Level 18: The strike deals double weapon damage.

12th – Eye of the Storm: You take no penalties for squeezing (-2 Armor and Ref) with other creatures. This does not reduce your penalties for squeezing in tight spaces.

18th – Storm’s Heart: You gain a +2 bonus to your Armor and Reflex defenses against creatures that you are sharing space with.