These feats are only available at level 1
Grants Charisma +2
Grants Dexterity +1 and Intelligence +1
Allows the Cleric to grant immunity to fear for the party
Allows the Cleric a chance to cause fear in nearby enemies
This allows you to ignore 1 point of damage for each attack that hits you. This increases by +1 every 3 levels
The Warrior gains a +1 to Defense. This ability increases by +1 every 5 levels.
Allows the character to detect nearby undead
This provides the Cleric with an immunity to disease
A Rogue that is able to attack without being seen can perform a Sneak Attack. The enemy may not add their Dexterity bonus to Defense for this attack. If the hit lands, it does 2x damage to the enemy.
This grants a +1 bonus to rolls when looking for traps. This ability increases by +1 every 3 levels
This allows you to stun all nearby non-intelligent undead once per scene. The stun lasts for one turn.
The character maintains a Dexterity bonus to Defense even when flanked.
This grants the character an animal companion (speak with a GM or Admin about your choice). Animal Companions can be trained to scout, fetch, and perform other non-combat tasks, but cannot be used to fight. Only Animal Companions for Druids and Rangers can be trained to do these tasks. Like characters, Animal Companions can be killed in combat and may be resurrected.
The Bard can Inspire Courage by playing music. This adds a +1 to Attack. This increases by +1 every 3 levels.
The Assassin can attempt to kill an enemy in one careful attack. It must be a sneak attack. If the attack is successful, the enemy must make a Constitution roll, the difficulty is the Assassin's Intelligence. If the enemy succeeds, he takes only normal damage from the attack.
The character takes a defensive position and gains a +3 to Defense. He can do this once per scene, but if the Dwarven Defender moves from that position, he loses the bonus.
The Monk gains immunity to all poisons.
Flurry of Blows
Provides 1 additional attack per round at a -1 to the attack roll
The character uses face paint to give himself a terrifying visage which causes fear in his enemies.
The Swashbuckler applies the Intelligence bonus to damage rolls (in addition to any Strength bonus) with any light weapon, or any other weapon that can be used with Weapon Finesse, such as a rapier. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s Insightful Strike. A Swashbuckler cannot use this ability when wearing medium or heavy armor.
The character can heal hit points equal to their level + Charisma once per scene.
The character can take the feat Luck of Heroes if they don't already have it.
Once per scene a Mage can decide to Maximize his spell. He must succeed on the attack. If he hits, the spell does maximum damage and does not require a damage roll. If he fails, the attempt uses up the ability for the scene.
The character can recognize most common and rare poisons and knows how to use them without poisoning himself.
The character provides all nearby allies with a +2 Defense bonus.
The Monk can attempt to make one fatal attack per scene against a living opponent. If the attack hits, the subject makes a Constitution roll. The difficulty is the Monk's Wisdom score. If the subject fails, he dies. If he makes it, he takes normal damage from the attack
This grants a +2 Hit Point and Damage bonus but suffers -2 to Defense. You can Rage 1x per scene. This ability increases by +1 every 4 levels, but the -2 Defense stays the same. While raging, a barbarian cannot use skills or spells. The rage lasts at least 2 rounds before the barbarian can choose to end it. If there are no enemies present, the barbarian may attack allies while in Rage.
Once per quest a Mage can decide to recall a spell he has used. He may choose any spell he knows that has already been cast and use it once more.
Once per scene, you may take half the damage dealt to one nearby ally for each hit they take. You must decide on this ally at the start of combat and cannot select another.
You may add your Charisma to your attack roll when you are attack an evil opponent. You may use this once per scene.
You may add your Charisma to your attack roll when you are attack an good opponent. You may use this once per scene.
The Druid or Ranger does not leave tracks when travelling through the wilderness.
The character becomes immune to venom
This allows the Druid to shapeshift into a wolf, bear, or big cat
Blind Fight Passive
If you kill your opponent, you can use your attack roll to hit another nearby opponent
You can choose to take -3 to your attack and add +3 to your Defense
You can try to disarm an opponent without causing damage to them. You must make a successful attack roll for this to work.
Favored Enemy Passive
Point Blank Shot Passive
Adds a +2 to a ranged attack, from the second arrow fired
This allows the character to Stun an opponent for one turn on a successful hit
Two Weapon Defense Passive
The character gains a +1 Defense bonus when using two weapons
Two Weapon Fighting Passive
This allows the character to fight with two weapons. Only Light weapons can be used this way.
Weapon Finesse Passive
Weapon Focus Passive
The character gains a +1 to attacks with the chosen weapon
The character gains a +1 to attack rolls with a chosen weapon
This allows the character to wear heavy armors (this does not remove Class restrictions - Casters cannot use magic while in armor, Monks cannot use their special abilities, and Druids are still restricted to non-metal armors)
Armor Proficiency - light
Armor Proficiency - medium
Allows the character to wear medium armors (this does not remove Class restrictions - Casters cannot use magic while in armor, Monks cannot use their special abilities, and Druids are still restricted to non-metal armors)
Allows the character to use heavy weapons
Weapon Proficiency - light
Allows the character to use medium weapons
Doubles the number of hit points healed with the spell
This grants a +2 to the caster attack with a spell
Spell Penetration, Greater
This grants a +4 to the caster attack with a spell
This grants a +2 to Defense
Spell Replacement - Must have 6 levels in a spellcasting class.