True System Reference Document, Romantic Fantasy Edition

All of the following text is Open Gaming Content.

CHAPTER 3: FEATS

While abilities, roles, and skills define a great deal about heroes, what really makes them heroes are feats, special abilities allowing your hero to do things most other people can't. Feats often allow heroes to "break the rules" in certain ways or provide them access to certain gifts or talents. Feats allow you to customize your hero's capabilities, focusing on the sorts of things you want.

Acquiring Feats

Heroes start out with a certain number of feats, based on their role. They acquire a new feat each time they gain a level (either in that role or in a new role). Each role has access to the general feats, as well as its own list of feats. Players choose new feats for their heroes from these lists.

Types of Feats

Some feats are general, meaning no special rules govern them as a group and they are available to everyone. Other feats are restricted to heroes of particular roles and related to performing those roles. Expert feats are limited to experts, martial feats are limited to warriors, and arcane feats are limited to adepts. A feat's type is listed after its name in the feat's description.

Prerequisites

Some feats have prerequisites. Your hero must have the indicated ability score, feat, skill, combat bonus, or other requisite trait(s) in order to acquire or use that feat. A hero can gain a feat and its prerequisites at the same level. If you ever lose a feat's prerequisites for any reason, you also lose the ability to use that feat.

FEATS

General Feats Summary
Accurate Attack Reduce your damage bonus to increase your attack bonus.
All-out Attack Reduce your defense bonus to increase your attack bonus.
Arcane Balance You can walk across any surface without sinking.
Arcane Speed You can move with great speed in short bursts.
Arcane Strike Your unarmed strikes are considered arcane weapons.
Arcane Training You're trained in two arcana.
Arcane Weapon Your melee weapons are considered arcane weapons.
Arcanum You can use one arcanum without an Arcane Talent feat.
Armor Training You know how to move and fight while wearing armor.
Beloved You have found true love.
Blind-Fight Half miss chance while in melee combat.
Canny Defense Add your Int or Wis score to your Defense.
Comprehend You can understand the spoken language of any creature.
Defensive Attack Reduce your attack bonus to increase your dodge bonus.
Dodge +1 to your dodge bonus.
Endurance +4 bonus on stamina-related Con checks and Fort saves.
Exotic Weapon Training You're trained in a particular exotic weapon.
Far Shot Increase range increment by one-half (double for thrown weapons).
Favors You know people who can help you out from time to time.
Fortune's Favor Add your Cha score to your saving throws.
Great Fortitude +2 on Fortitude saving throws.
Great Toughness +1 on Toughness saving throws.
Heirloom You have some inheritance left to you.
Immunity to Disease You are immune to all diseases.
Immunity to Poison You are immune to all poisons.
Improved Balance No penalty for accelerated movement while balancing.
Improved Climb No penalty for accelerated movement while climbing.
Improved Critical Your threat range with a particular attack is doubled.
Improved Demoralize You can make an Intimidate check as a move action.
Improved Disarm +2 bonus when attempting to disarm an opponent.
Improved Dodge +2 bonus when taking the dodge action.
Improved Feint You can feint as a move action.
Improved Grab You can follow an unarmed attack with a free grapple.
Improved Initiative You get a +4 bonus on initiative checks.
Improved Precise Shot No penalty for less than total cover or concealment.
Improved Ranged Disarm No penalty when making a ranged disarm attempt.
Improved Speed +10 feet movement speed.
Improved Strike You do Lethal damage unarmed.
Improved Sunder +4 to hit when striking held objects.
Improved Trip +2 bonus to trip opponents.
Improved Uncanny Dodge You cannot be flanked.
Iron Will +2 bonus on Will saving throws.
Lightning Reflexes +2 bonus on Reflex saving throws.
Low-light Vision See twice as far in low-light conditions.
Mounted Archery Half penalty when using ranged weapons while mounted.
Mounted Combat Substitute Ride check for mount's Defense.
On the Run Move both before and after your standard action.
Point Blank Shot +1 attack and damage with ranged weapons at 30' range.
Power Attack Reduce your attack bonus to increase your damage.
Precise Shot You can make ranged attacks into melee with no penalty.
Pure-Hearted +4 bonus on saves to resist corruption.
Ranged Pin You can pin an opponent with a ranged weapon.
Rhy-bonded You have a psychic bond to a companion.
Ride-By Attack While mounted you can move before and after a standard action.
Run You run at 5 times your normal speed.
Second Chance You get a second save against a particular hazard.
Self-Healing You can use Body Control to heal yourself.
Sensitive +2 bonus on interaction skills with intelligent creatures.
Shield Training You're trained in the proper use of shields in combat.
Skill Affinity Add two skills to your list of favored skills.
Skill Focus +3 bonus with a chosen skill.
Skill Training Add two skills to your list of known skills.
Snatch Arrows You can catch ranged weapons.
Spirited Charge Deal double damage with a melee weapon while charging.
Talented +2 with two related skills.
Taunt Make a Bluff check to shake a target's confidence.
Track You can find and follow tracks.
Trackless Step You leave no trail in natural surroundings.
Trample You can overrun very effectively while mounted.
Two-Weapon Defense Your two-weapon fighting style improves your Defense.
Two-Weapon Fighting You can skillfully fight with a weapon in each hand.
Uncanny Dodge You retain your dodge bonus when flat-footed.
Wealthy +3 Wealth bonus.
Weapon Finesse Add your Dex score in place of your Str score with a light weapon.
Weapon Training You're trained in the use of martial weapons.
Wild Empathy You can use Handle Animal as an interaction skill.
Wild Talent You have a strong wild talent with a particular type of arcana.
Wildwalk You can move through natural surroundings freely.
Arcane Feats Summary
Animism Talent You can learn Animism Arcana.
Arcane Focus +1 to the save Difficulty of your arcana of one talent.
Brew Elixir You can brew arcane elixirs.
Cure Blindness/Deafness You can cure vision or hearing loss.
Cure Disease You can cure disease.
Cure Poison You can neutralize the effects of poison.
Deflect Arrows You can deflect one ranged attack against you per round.
Empower Arcana Increase the effective rank of your arcana.
Erase Signature You can erase arcane signatures.
Familiar You have a psychic bond with a special animal companion.
Greater Arcane Focus Additional +1 Difficulty on the saves of one arcane talent.
Healing Talent You can learn healing arcana.
Imbue Life You can restore life to the dead.
Imbue Stone You can empower arcane stones.
Imbue Unlife You can create unliving creatures.
Imbue Weapon You can make masterwork weapons into arcane weapons.
Meditative Talent You can learn meditative arcana.
Psychic Shield Penetration +2 bonus to overcome a target's Psychic Shield.
Psychic Talent You can learn psychic arcana.
Psychic Weapon You can create a melee weapon out of psychic energy.
Purifying Light You can wield light as a weapon against Shadow.
Quicken Arcana Reduce the time required to use arcana.
Shaping Talent You can learn shaping arcana.
Subtle Arcana You can mute the signature of your arcana.
Summon Darkfiend You can summon darkfiends from Shadow.
Summon Elemental You can summon elementals from nature.
Truth-Reading You can sense when someone is lying.
Visionary Talent You can learn visionary arcana.
Widen Arcana Affect an area with arcana.
Expert Feats Summary
Crippling Strike Your surprise attacks inflict 1 point of Str damage.
Deflect Arrows You can deflect one ranged attack against you per round.
Evasion No damage from attacks if you make your Reflex safe.
Fascinate You can capture and hold a person's attention.
Improved Evasion No damage on a successful Reflex save, half on a failed save.
Improvised Tools No penalty for using a skill without the proper tools.
Inspire You can inspire others with your presence.
Jack of All Trades You may use any skill untrained.
Master Plan Gain a bonus when you have a chance to prepare.
Skill Mastery Choose 5 skills you can take 10 with even under pressure.
Slow Fall You can slow your fall by 10' per two levels.
Stunning Attack You can make a stunning attack in melee.
Suggest You can plant suggestions into the minds of others.
Surprise Attack +2 damage with a surprise attack.
Trapfinding You can use Search to find hidden traps.
Martial Feats Summary
Cleave Get an extra melee attack when you take out an opponent.
Diehard You automatically succed on Con checks to stabalize.
Favored Foe +2 bonus against a particular type of foe.
Finishing Blow You can perform a coup de grace as a standard action.
Great Cleave Like Cleave, but usable an unlimited number of times.
Greater Weapon Focus +1 bonus on attack rolls with a chosen weapon.
Greater Weapon Specialization +2 bonus on damage with a chosen weapon.
Rage You can go into rage in combat.
Smite Foe You can inflict additional damage on your favored foe.
Stunning Attack You can make a stunning attack in melee.
Weapon Focus +1 on attack rolls with a chosen weapon.
Weapon Specialization +2 damage with a chosen weapon.

Feat Descriptions

Each description lists the feat's name and its type, followed by any prerequisites. The description goes on to specify the feat's effects.

Accurate Attack (General)

You can lessen your attack's damage to make a wider, more sweeping attack with a better chance to hit. Subtract a number up to 5 to your attack's damage bonus and add the same number to your attack roll. You cannot lower your damage bonus below 0 nor more than double your attack bonus.

Acrobatic Bluff (Expert)

You can use your Acrobatics skill instead of your Bluff skill to feint and trick in combat (see Feint). Your opponent opposes the attempt with Sense Motive or Acrobatics (whichever is better).

All-out Attack (General)

With an all-out attack, you ignore defense in favor of accuracy. Subtract a number up to 5 from your dodge bonus and add the same number to your attack roll. You cannot lower your dodge bonus below 0 nor more than double your attack bonus. The changes to attack and defense bonus are declared before you make the attack roll and last until your next action.

Animism Talent (Arcane)

You can learn Animism arcana. You can also use the Beast Reading, Psychic Shield, and Second Sight arcana untrained. See Chapter 4: Arcana for details.

Arcane Balance (General)

Prerequisite: Improved Balance

Prerequisite: Body Control of rank 6 or higher.

By exerting mental control over your body, you can walk across any surface, including water, quicksand, snow, and so forth, without sinking. Arcane Balance requires total concentration (a standard action each round) and lasta only as long as you concentrate. It requires a full-round actin to achieve the proper mentl state to use Arcane Balance (so you cannot usually use it to react to something like suddenly falling into water, for example).

Arcane Focus (Arcane)

Choose an arcanum in which you are trained. You gain a +3 bonus on checks with the chosen power, or increase its effect by 3 ranks (if it does not require checks). You can take this feat more than once. Each time, it applies to a different power.

Arcane Speed (Arcane)

Prerequisite: Body Control rank 6 or higher.

You can move at great speed in short bursts. When you use this feat, your movement speed increases to ten times normal for 1 round (6 seconds). This is considered running movement (a full-round action), and it is fatiguing (Difficulty 12). Arcane speed also multiplies your jumping distances by five.

Arcane Strike (Arcane)

Prerequisites: Improved Strike.

Your unarmed attacks are considered arcane weapons for overcoming the defenses of creatures vulnerable to such weapons.

Arcane Training (Arcane)

You're trained in certain arcana. Each time you acquire this feat, choose two arcana belonging to the talents you have. You can now use those arcana. The two arcana do not have to belong to the same talent.

Arcane Weapon (Arcane)

Prerequisites: Combat +3 or higher.

You can imbue a melee weapon you wield with arcane power. The weapon is considered a arcane weapon for overcoming the defenses of creatures vulnerable to such weapons. You must personally wield the weapon for it to gain this benefit.

Arcanum (General)

You can use a particular arcanum without the need for the corresponding Arcane Talent feat or Arcane Training. You select the arcanum when you acquire this feat. Note that since Arcanum is a general feat, any character can acquire it (as opposed to the arcane talent feats, which are arcane feats and therefore available only to adepts).

When using your arcanum, your adept level in the arcanum is equal to your total level, even if you have no adept levels. Your arcanum fulfills prerequisites requiring a certain rank of training in the arcanum, but not prerequisites involving a particular arcane talent. You do not gain the benefits of the arcanum's underlying talent, including untrained use of certain arcana.

You can take this feat multiple times. Each time, it grants a new arcanum. See Chapter 4: Arcana for details on arcana and how they work.

Armor Training (General)

You're trained in the proper way to move and fight while wearing armor. There are two versions of this feat: light and heavy. Each is considered a separate feat, and you must be trained in wearing light armor, for example, before you can acquire training in heavy armor. Characters without Armor Training apply their armor's check penalty (see Armor in Chapter 5) to all their physical rolls and checks, including attack rolls, while wearing it. Characters with Armor Training only apply the armor's check penalty to Acrobatics, Climb, Escape Artist, Jump, Sleight of Hand, Sneak, and Swim checks.

Assessment (General)

You're able to size up someone's combat capabilities. As a move action, choose a subject and make a Sense Motive check opposed by the subject's Bluff check result. If you succeed, the Narrator tells you the subject's combat bonus relative to yours (lower, higher, or equal). You don't know the subject's exact bonus unless it equals your own, only a rough estimate of relative ability. In cases of a 5-point or greater difference, the Narrator may choose to tell you the subject's bonus is considerably more or less than yours. If you lose the opposed roll, the Narrator should over- or under-estimate the subject's bonus.

Beloved (General)

You are one of the fortunate few to have found true love. Work with the Narrator to define who this person is. Your beloved may be another hero or a supporting character controlled by the Narrator. In either case, you should properly roleplay your hero's feelings.

You have a +4 on saving throws and check against effects that would sway you against your beloved in any way. Whenever you spend a Conviction poitn to reroll a die roll directly concerning your beloved, the roll is treated as a 20 (but not a natural 20). The Narrator decides when this is appropriate. Efforts to find a kidnapped or lost beloved, fighting your way to your beloved's side, or defending your beloved from a threat are all appropriate.

If your relationship with your beloved ends for any reason, you lose the benefits of this feat. You can only regain them by renewing your relationship. You can tka this feat more than once, if the Narrator allows. Each time, it applies to a different person. Your relationship to your beloved does not have to be romantic, although it often is. It coudl be any close personal relationship: parent and child, mentor and adult, sibling, or boon companions, as well as lovers.

Beginner's Luck (Expert)

By spending a Conviction point, you gain 5 ranks in any skill you don't currently know and you can use that skill, even if it can't normally be used untrained. These temporary skill ranks last for the duration of the scene and grant you their normal benefits.

Blind-Fight (General)

In melee combat, you suffer half the usual miss chance due to concealment (see Concealment in Chapter 6). If you spend a Conviction point before rolling the miss chance, you automatically ignore it for that attack (you gain no other benefit from the Conviction point). You take only half the usual penalty to speed for being unable to see; darkness and poor visibility reduce your speed to three-quarters rather than half.

Brew Elixir (Arcane)

You can use the Craft (elixirs) skill to brew various arcane elixirs. (See Arcane Elixirs and Stones in Chapter 5.)

Canny Defense (General)

When unarmored and unencumbered, add your Intelligence or Wisdom score as a dodge bonus to your Defense. Choose which bonus applies when you acquire this feat. This is in addition to the standard dodge bonus granted by your Dexterity. You lose your Canny Defense bonus while wearing armor or carrying more than a light load.

Cleave (Martial)

If you knock out, disable, or kill an opponent with a melee attack, you get an immediate extra melee attack against another opponent within reach. You can't move before making this extra attack. The extra attack is with the same weapon and attack bonus as the attack that downed your previous opponent. You can use this feat once per round.

Comprehend (General)

Prerequisite: Mind Touch rank 7 or higher.

You can understand the spoken language of any creature, whether you know it or not. You do not gain the ability to speak the creature's language, only to understand it. This feat does not work on creatures lacking language, such as animals.

Contacts (General)

You have such extensive and well-informed contacts you can make a Gather Information check in only one minute, assuming you have some means of getting in touch with your contacts. You can take 10 or take 20 on this check (taking 20 requires 20 minutes rather than 1). Further Gather Information checks on the same subject require the normal length of time, as you need to widen your search.

Crippling Strike (Expert)

Prerequisite: Surprise Attack.

You can surprise attack opponents with such precision that your attacks weaken them. An suffering lethal damage from one of your surprise attacks also takes 1 point of Strength damage. Lost Strength returns at a rate of 1 point per day.

Cure Blindness/Deafness (Arcane)

Prerequisite: Healing Talent, trained in Cure

You can use the Cure arcanum to remove blindness or deafness. This is a Difficulty 15 Cure check and is fatiguing. If a subject is blind and deaf, curing both requires two checks. You get one attempt to cure a subject's blindness or deafness. If it fails, you cannot try again until your Cure rank improves.

Cure Disease (Arcane)

Prerequisite: Healing Talent, trained in Cure

You can use the Cure arcanum to cure a subject of disease. The Difficulty of the Cure check is the disease's saving throw Difficulty. Curing disease is fatiguing, and you get only one attempt to cure any given patient of a particular disease. If you fail, you must spend a point of Conviction to try again.

Cure Poison (Arcane)

Prerequisite: Healing Talent

Prerequisite: Cure of rank 1 or higher.

You can use the Cure arcanum to cure a subject of poison. The Difficulty of the Cure check is the poison's saving throw Difficulty. Curing poison is fatiguing, and you get only one attempt to cure any given patient of a particular poison. If you fail, you must spend a point of Conviction to try again.

Defensive Attack (General)

A defensive attack is more cautious, trading accuracy for protection. Subtract a number up to 5 from your attack bonus and add the same number to your dodge or parry bonus for the round. You cannot lower your attack bonus below 0 nor more than double your dodge bonus.

Defensive Roll (Expert)

You can evade damage through agility and "rolling" with an attack. You receive a bonus to your Toughness saving throws, but lose your Defensive Roll bonus whenever you are denied your dodge bonus or unable to take a free action. You can take this feat multiple times and its benefits stack.

Deflect Arrows (Expert)

You can bat arrows and similar ranged weapons out of the air. You must have at least one hand free to use this feat. Once per round, when you would normally be hit with a ranged weapon, you may deflect it as a reaction so you take no damage from it. You must be aware of the attack and not flat-footed.

Diehard (Martial)

When your condition is reduced to dying, you automatically succeed on the Constitution check to stabilize on the following round. Further damage can still kill you.

Dodge (General)

Your dodge bonus increases by +1. This additional dodge bonus is lost in the same way as your regular dodge bonus, when you are flat-footed and so forth. You can acquire this feat multiple times and its benefits stack.

Eidetic Memory (General)

You have perfect recall of everything you've experienced. You have a +4 bonus on checks to remember things, including saving throws against effects that alter or erase memories. You can make any Knowledge skill check untrained, meaning you can answer questions involving difficult or obscure knowledge without ranks in a skill.

Elemental Resistance (Arcane)

Prerequisite: Shaping talent for the affected element

Choose an element you are trained in shaping. You have a +10 bonus on all saving throws against harm from that element, and suffer only non-lethal damage from it so long as you are conscious (and capable of exerting the minimum will required to resist the element's effects).

You make acquire this feat multiple times. Each time, it affects a different element.

Empower Arcana (Arcane)

You can increase the effective rank of your arcana, putting more of your energy and will behind them. For each effective rank you add to an arcanum, increase the fatigue Difficulty of using it by +2. You cannot empower an arcanum by more than +5 ranks (for +10 to the fatigue Difficulty). When used to enhance a non-fatiguing arcanum, Empower causes it to become fatiguing, with the usual increase for additional ranks.

Endurance (General)

You gain a +4 bonus on Swim checks to avoid becoming fatigued and on Constitution checks or Fortitude saves to hold your breath, to avoid damage from starvation or thirst, and to avoid damage from hot or cold environments.

Erase Signature (Arcane)

Prerequisites: Psychic Talent, trained in Second Sight.

You can erase arcane signatures, eliminating any evidence of them. You must first be able to sense a signature. It then takes a full-round action to erase it. see Chapter 4: Arcana for more information.

Evasion (Expert)

If you make your Reflex save against an area effect , you suffer no damage.

Exotic Weapon Training (General)

You're trained in a particular exotic weapon. Each exotic weapon requires a separate feat. For a list of exotic weapons, see Chapter 5: Equipment.

Familiar (Arcane)

You have a arcane bond with a special animal companion. Choose an animal from the following list: bat, cat, dog, hawk, rat, snake (viper), or wolf.

FAMILIAR

Level Abilities Tricks Special
1st-2nd +0 1 Link, Share Arcana
3rd-5th +0 2 Evasion
6th-8th +1 3 Devotion
9th-11th +1 4 Speak
12th-14th +2 5 --
15th-17th +2 6 Improved Evasion
18th-20th +3 7 --

Your familiar is an enhanced version of a normal animal, referred to as the base animal. The Familiar table indicates how the base animal is enhanced.

Level: This is your adept level. Enhancements to the familiar's traits are based on this. A familiar's combat bonus is the same as an expert of your adept level, and a familiar has good Fortitude and Reflex saves like an expert of your adept level.

Abilities: This is a bonus to the base animal's Strength, Dexterity, and Intelligence scores.

Bonus Tricks: The number in this column is the total number of tricks the familiar knows, in addition to any you might choose to teach it using the Handle Animal skill. These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. You select these bonus tricks, and once chosen, they can't be changed.

Link: You have a psychic link with your familiar. The two of you are always in mental contact (like a use of the Mind Touch power). If some outside force, such as the Ward power, interferes, you can make a Mind Touch or Wisdom check to overcome it. If your psychic link is broken, it is automatically reestablished as soon as possible. Because of your link, you can handle your familiar as a free action and push it as a move action, even if you aren't trained in the Handle Animal skill. You get a +4 bonus on interaction checks involving your familiar.

Share Arcana: You can choose to have any power you use on yourself also affect your familiar. This includes arcana like Body Control and Psychic Shield, which normally only affect the user. The familiar must be within 5 feet of you when the power is used to receive its effects. If the power has a duration other than instantaneous, it stops affecting the familiar when the familiar moves farther than 5 feet away from you and does not affect it again, even if it returns while the power is still in effect.

Evasion: If a familiar is subjected to an attack that allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion: A familiar gains a +4 bonus on Will saves against any effect influencing its mind or emotions.

Speak: Your familiar can speak verbally with you as if you shared a common language. Others cannot understand your communication without the use of arcana.

Improved Evasion: When subjected to an attack that allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Far Shot (General)

Prerequisite: Point Blank Shot.

When you use a projectile weapon, such as a bow, its range increment increases by half (multiply by 1.5). When you use a thrown weapon, its range increment doubles (multiply by 2).

Fascinate (Expert)

Prerequisite: Trained in the chosen interaction skill.

One of your interaction skills is so effective you can capture and hold someone's attention with it. Choose Bluff, Diplomacy, Intimidate, or Perform. Use a standard action and make a check using the interaction skill against your target's Sense Motive check or Will saving throw result (whichever has the higher bonus). If you succeed, the target pays no attention to anyone other than you. You may maintain the effect by taking a standard action each round, for a number of rounds equal to your skill rank. Any potential threat, such as an ally sneaking up on a fascinated target, grants a new Sense Motive check or Will save. Any obvious threat, such as someone drawing a weapon, automatically breaks the fascination. The fascination ends when you stop maintaining it or the target overcomes it. You may take this feat more than once. Each time, it applies to a different interaction skill.

Favored Foe (Martial)

You have a particular type of opponent you've studied or are especially effective against. It may be a type of creature, like animals or the undead; a profession, like soldiers or thieves; or any other category the Narrator approves. Especially broad categories, like all humanoids or all villains, are not permitted. You get a +2 bonus on Bluff, Intimidate, Notice, Sense Motive, and Survival checks dealing with your favored foe, as well as +2 damage on all attacks against them. You may take this feat multiple times, either choosing a different favored opponent or increasing your existing bonus by +2, to a maximum of +6.

Favors (General)

You know people who can help you out from time to time. You can call in favors from people you know by making a Diplomacy check. It might be advice, information, help with a legal matter, or access to resources. The Narrator sets the Difficulty of the Diplomacy check, based on the aid required. A simple favor is Difficulty 10, ranging up to Difficulty 25 for especially difficult, dangerous, or expensive favors. You can spend a Conviction point to automatically secure the favor. The Narrator has the right to veto any request if it is too involved or likely to spoil the story. Use of this feat requires the time and means to contact your allies and call in the favor.

Finishing Blow (Martial)

You can perform a coup de grace as a standard, rather than a full-round, action.

Fortune's Favor (General)

Prerequisites: Any arcane talent feat or Arcanum or Wild Talent, Charisma +1 or higher.

The universe just seems to like you. Add your Charisma score (if positive) as a bonus to your Fortitude, Reflex, and Will saves.

Great Cleave (Martial)

Prerequisite: Cleave.

This feat works like Cleave, except you can use it an unlimited number of times per round, until you miss or there are no more opponents within range of your attack.

Great Fortitude (General)

You get a +2 bonus on all Fortitude saving throws.

Great Toughness (Martial)

Your Toughness save bonus increases by +1. You can take Great Toughness multiple times and its benefits stack up to a maximum +5 bonus to your Toughness saves.

Greater Arcane Focus (Arcane)

Prerequisite: Arcane Focus with the chosen arcane talent

This feat works the same as Arcane Focus, and its benefits stack with that feat. Choose an arcane talent for which you have already selected Arcane Focus; the Difficulty of saving throws against your arcana of that talent is increased by an additional +1. You can gain this feat multiple times. Each time it applies to a different arcane talent.

Greater Weapon Focus (Martial)

Prerequisite: Weapon Focus for chosen weapon.

You gain an additional +1 attack bonus with the chosen weapon. The benefit of this feat stacks with that of Weapon Focus.

Greater Weapon Specialization (Martial)

Prerequisite: Weapon Specialization for chosen weapon.

You gain an additional +1 damage bonus with the chosen weapon. The benefit of this feat stacks with that of Weapon Specialization.

Healing Talent (Arcane)

You can learn healing arcana. You can also use the Body Control, Psychic Shield, and Second Sight arcana untrained. See Chapter 4: Arcana for details.

Heirloom (General)

You have some inheritance left to you. Choose an item with a cost no greater than your Wealth bonus + 20 as your inheritance. The Narrator approves your choice of item. Heirlooms include things like homes, ships, jewelry, arcane items, and the like.

Hide in Plain Sight (Expert)

Prerequisite: Sneak rank 13+.

You can make Sneak checks even while being observed and even if you do not have cover or concealment. Characters normally must have cover or concealment to hide and cannot make Sneak checks while being observed.

Imbue Item (Arcane)

You can craft arcane items, including weapons, armor, and charms. see Arcane Equipment in Chapter 5 for details.

Imbue Life (Arcane)

Prerequisite: Healing Talent

Prerequisite: Cure of rank 12 or higher.

You can use the Cure arcanum to restore the dead to life! The subject cannot have been dead longer than your adept level in minutes, and you must make a Diffiulcty 25 Cure check, taking a minute of intense concentration. If the check succeeds, the subject's condition becomes unconcious and disabled (from which the subject may heal normally ). If the check fails, you cannot attempt to revivify that subject again. An Imbue Life attempt is fatiguing, with +10 to the fatigue Difficulty (Difficulty 20 + half your Cure rank).

Imbue Stone (Arcane)

You can empower arcane stones. (See Arcane Stones in Chapter 5.)

Imbue Unlife (Arcane)

Prerequisite: Healing Talent

Prerequisite: Flesh Shaping of rank 6 or higher.

This perversion of the healing gift is considered among the foulest of sorcery. The adept channel arcane power to lend unlife to the dead, creating a mockery of life. Imbue Unlife may create two kinds of undead: mindless or intelligent.

Mindless: You turn the bones or bodies of dead creatures into undead skeletons or zombies, which obey your spoken commands (see Skeleton and Zombie in Chapter 8). They remain animated until destroyed. (A destroyed undead creature can't be imbued with unlife again.) Creating an unliving creature requires a minute of total concentration.

A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls from its bones when it is created. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Regardless of the type you create, you can't make more levels of unliving than twice your adept level with a single use of Imbue Unlife.

The skeletons or zombies you create remain under your control indefinitely. No matter how many times you use this arcanum, however, you can control only four times your adept level in mindless undead. If you exceed this, all newly created creatures fall under your control, and any excess from previous castings become uncontrolled. (You choose which creatures are released from your control.)

Intelligent: You transform a corpse into an intelligent undead creature. Unlike the mindless undead, this creature is not under your control; although, you can use other means, including other arcana, to command it. You can create a ghost, shadow, spectre, orvampire using this feat (see Ghost and Vampire in Chapter 8).

Imbue Unlife is a fatiguing task, with a fatigue save Difficulty of 10 + the unliving creature's level. Subtract the subject's Corruption score from the fatigue save Difficulty, since turning a corrupt creature into one of th unliving is easier than corrupting a once pure body and spirit. Imbue Unlife is sorcery, so using it calls for a Corruption check.

Imbue Weapon (Arcane)

You can make masterwork weapons into arcane weapons (see Arcane Weapons in Chapter 5). Imbuing a weapon takes a week of meditation and ritual.

Immunity to Disease (General)

Prerequisite: Body Control of rank 5 or higher.

Your control over your body is such that you are immune to all diseases and automatically succeed on saving throws against them.

Immunity to Poison (General)

Prerequisite: Body Control of rank 10 or higher.

Your control over your body is such that you are immune to all poisons and automatically succeed on saving throws against them.

Improved Balance (General)

You suffer no penalty on Acrobatics checks for using accelerated movement while balancing. Additionally, you are not flat-footed while balancing.

Improved Climb (General)

You suffer no penalty on Climb checks for using accelerated movement while climbing. Additionally, you are not flat-footed while balancing.

Improved Critical (General)

Your critical threat range with a particular attack is doubled. An attack that normally threatens a critical on a natural 20 instead threatens a critical on a 19 or 20, an attack that normally threatens a critical on a 19 or 20 instead threatens a critical on 17-20, and so forth. You can take this feat multiple times. Each time it applies to a different attack.

Improved Demoralize (General)

You can make an Intimidate check to demoralize an opponent in combat as a move action rather than a standard action.

Improved Disarm (General)

You have a +2 bonus on attack rolls when attempting to disarm an opponent, who does not get an opportunity to disarm you if you fail (see Disarm in Chapter 6).

Improved Dodge (General)

When you take a dodge action in combat you gain a +6 dodge bonus rather than the usual +4 dodge bonus (see Standard Actions in the Introduction). You can take this feat a second time, giving you a +8 dodge bonus when you take a dodge action.

Improved Evasion (Expert)

Prerequisite: Evasion.

This works like Evasion except you only take half damage from an area effect even if you fail the Reflex save, and no damage if you succeed.

Improved Feint (General)

When making a Bluff check to feint in combat, your feint is a move action rather than a standard action.

Improved Grab (General)

When you hit with an unarmed attack, you can immediately make a grapple check against that opponent as a free action. Your unarmed attack counts as the initial attack roll required to start grappling. The opponent must be no larger than your size category. see Grapple in Chapter 6 for details.

Improved Initiative (General)

You get a +4 bonus on initiative checks.

Improved Pin (General)

Your grappling attacks are particularly difficult to escape. Opponents suffer a -4 penalty on grappling checks against you to escape a grapple or pin.

Improved Precise Shot (General)

Prerequisite: Precise Shot.

You ignore the Defense bonus provided by anything less than total cover and the miss chance from anything less than total concealment. A target's own Defense still applies. You can make finesse attacks with ranged weapons (see Finesse Attack in Chapter 6).

Improved Ranged Disarm (General)

You have no penalty to your attack roll when making a ranged disarm attempt (see Disarm in Chapter 6).

Improved Speed (General)

Your speed increases by 10 feet while wearing no armor, light armor, or medium armor and not carrying a heavy load. You can take this feat multiple times. Each time it increases your speed by 10 feet, to a maximum increase of +30 feet.

Improved Strike (General)

You can inflict lethal damage with your unarmed strikes. Normally unarmed attacks only inflict non-lethal damage. Your unarmed attacks are also more effective than normal. Increase your unarmed striking (but not grappling) damage by +1 for every four total levels, rounding up (+1 at levels 1-4, +2 at levels 5-8, and so forth).

Improved Sunder (General)

You have +4 to hit when you attempt to strike an object held by another character.

Improved Throw (General)

You're skilled at throwing opponents off-balance. When making a trip attack, choose which ability bonus your opponent uses to defend, Strength or Dexterity.

Improved Trip (General)

You have a +2 bonus on Strength and Dexterity checks to trip an opponent, and they do not get an opportunity to trip you if you fail. see Trip in Chapter 6 for details.

Improved Uncanny Dodge (General)

Prerequisite: Uncanny Dodge

You can no longer be flanked; you react to opponents on either side of you as easily as you react to a single opponent.

Improvised Tools (Expert)

You can make do with whatever tools you have at hand. You ignore the -4 penalty for using a tool-dependent skill without proper tools.

Inspire (Expert)

Prerequisite: Charisma +1 or higher.

You can inspire others with your presence. You can take this feat multiple times. Each time, you acquire a new type of inspiration. Using any Inspire effect requires a standard action and is considered a use of an interaction skill, even though no skill check is required. This means your subjects have to be able to hear and understand you.

You can affect a number of subjects equal to half your expert level (minimum of one), and the effects last for a number of rounds equal to your expert level. Unwilling targets make a Will saving throw (Difficulty 10 + half your level + your Charisma). You can use any combination of Inspire effects a total of once per day per two expert levels (so a 6th-level expert can Inspire three times a day).

Each time you take this feat, choose one of the following effects:

Awe: The subjects are overcome with your presence. They are dazed (taking no action, but defending normally) for one round. On each of the following rounds, subjects can make a Will save (with a cumulative +1 bonus for each save) to shake off their awe and act normally.

Competence: Subjects are better able to focus on the task at hand, gaining a +2 bonus on all skill checks.

Complacency: The subjects let down their guard. They suffer a -5 penalty on Notice and Sense Motive checks. This also counts as a distraction sufficient to hide using Sneak.

Courage: The subjects overcome fear and doubt. They gain a +1 bonus on saves against fear and doubt and a +1 bonus on attack rolls and damage. This bonus increases to +2 when you are 8th level, +3 at 14th, and +4 at 20th.

Fear: Subjects are overcome with fear and anxiety. They are shaken and suffer a -2 penalty to attack rolls, checks, and saving throws (except Toughness saves). If the save fails by 5 or more, they are panicked and flee from you as quickly as possible.

Fury: Subjects gain the benefits of the Rage feat (see Rage feat in Chapter 3) but also the normal fatigue when the rage wears off.

Iron Will (General)

You get a +2 bonus on all Will saving throws.

Jack of All Trades (Expert)

You may use any skill untrained, even skills that normally cannot be used untrained; although, you must still have proper tools if the skill requires them.

Lightning Reflexes (General)

You get a +2 bonus on all Reflex saving throws.

Low-light Vision (General)

You can see twice as far in low-light conditions as a normal human. Your vision is still hindered normally by total darkness.

Mass Suggest (Expert)

Prerequisite: Suggest.

You can make a suggestion simultaneously to any number of subjects you have already fascinated (see the Suggest feat). You must make the same suggestion to everyone.

Master Plan (Expert)

If you have the opportunity to prepare for an encounter, you can formulate a plan to deal with it. This requires at least a few minutes, longer at the Narrator's discretion. Make an Intelligence check (Difficulty 10). If successful, you and your allies gain a bonus on all skill checks and attack rolls in the scene depending on the result of your check: +1 for a roll of 10-14, +2 for 15-24, and +3 for 25 or higher. You choose when during the scene to initiate your master plan. The bonus lasts for 3 rounds, then begins decreasing at a rate of 1 per round until it is gone. You can only use this feat when you have the opportunity to prepare for an encounter in advance, not when dealing with sudden or unexpected encounters.

Meditative Talent (Arcane)

You can learn meditative arcana. You can also use the Body Control, Psychic Shield, and Second Sight arcana untrained. See Chapter 4: Arcana for details.

Mounted Archery (Martial)

Prerequisite: Mounted Combat.

The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Mounted Combat (General)

Prerequisite: Trained in Ride.

Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Defense if it's higher than the mount's regular Defense.)

Night Vision (General)

You can see twice as far in low-light conditions as a normal human. Your vision is still hindered normally by total darkness.

On the Run (General)

When taking a standard action you can move both before and after the action, provided your total distance isn't greater than your movement speed.

Point Blank Shot (General)

You get a +1 bonus on attack rolls and damage with all ranged weapons at ranges of up to 30 feet.

Power Attack (General)

When you make an attack, you can take a penalty of up to -5 on your attack bonus and add the same number (up to +5) to your attack's damage bonus. Your attack bonus cannot be reduced below +0. The changes to attack and damage bonuses are decided before you make you attack roll and last until your next action.

Precise Shot (General)

Prerequisite: Point Blank Shot.

You can make ranged attacks on an opponent engaged in melee with your allies without the usual -4 penalty.

Psychic Shield Penetration (Arcane)

You're proficient at overcoming the resistance of Psychic Shields. You get a +2 bonus on checks to overcome a target's Psychic Shield.

Psychic Talent (Arcane)

You can learn psychic arcana. You can also use the Mind Touch, Psychic Shield, and Second Sight arcana untrained. See Chapter 4: Arcana for details.

Psychic Weapon (Arcane)

You can create a melee weapon out of psychic energy. Take a move action to create the psychic weapon in your hand. The appearance of the weapon is up to you; its effects are the same regardless. You wield a psychic weapon like a normal melee weapon, except you are automatically considered trained with it.

You wield a psychic weapon like a normal melee weapon, except you are automatically considered trained in it, and you wield it as if you had the Weapon Finesse feat (meaning you apply your Dexterity rather than your Strength modifier to attack rolls).

The psychic weapon inflicts damage equal to half your level, rounded up. Add your Wisdom modifier rather than your Strength modifier to the weapon's damage bonus. You can score a critical hit with your Psychic Weapon on a natural roll of 20, inflicting +3 damage.

A psychic weapon is immaterial and only affects creatures with an Intelligence score. It has no effect on non-intelligent creatures or objects, meaning it cannot sunder or even block a material weapon. Two psychic weapons affect each other normally. If your psychic weapon is somehow knocked from your grasp or sundered by another psychic weapon, you can recreate it by taking a move action and making another arcanum check.

Creating a psychic weapon requires a fatigue save with a Difficulty of 10 + the weapon's damage bonus. The weapon lasts for one minute (10 rounds) after you summon it. To maintain it for another minute, make another fatigue save. Your psychic weapon disappears if you are stunned or unconscious.

Pure-Hearted (General)

You are difficult to corrupt. You get a +4 bonus on saving throws to resist any attempt to corrupt, bribe, or otherwise turn you from the right and proper path. This includes Corruption checks (see Corruption in Chapter 4). You do not get this bonus if you voluntarily indulge in corrupt activities without a very good reason. You might be able to use sorcery, for example, for a very good cause, and stave off its corruption, but the Narrator should feel free to tempt you with opportunities to stray off the straight and narrow. Also, if your Shadow nature becomes dominant (see Alignment and Natures in Chapter 1), you lose the benefits of this feat during that time.

Purifying Light (Arcane)

Prerequisite: Light or Twilight alignment

You can wield light as a weapon against Shadow. This feat allows you to do two things.

First, you can cast an arcane bolt of light as a ranged touch attack. This attack does lethal damage up to half your character level (rounded up) to aberrations, darkfiends, shadowspawn, and the unliving. It does no damage to any other sort of creature.

Second, you can call forth a shining light to fill an area up to 60 feet across. Maintaining the area of pure light requires concentration. Any evil supernatural creature must make a Will save (Difficulty 10 + half your level + your Charisma score) in order to enter the area of light, and another Will save each round to remain there. A failed save means the creature cannot enter the area and must leave immediately if it is already inside it.

Both uses of Purifying Light are fatiguing, requiring a Will save (DC 10 + half your level) to avoid becoming fatigued. You make the fatigue save after each bolt of light and after you stop maintaining an area of light.

Special: If you ever change alignment to Shadow, or if you have a Corruption score, you lose the ability to use Purifying Light until your alignment changes back and you shed any Corruption.

Quick Draw (General)

You can draw or load a weapon as a free action, rather than a move action. You can only do one of these things as a free action each round; the other remains a move action as normal. So you could draw a weapon as a free action, then load it as a move action, for example, but not draw and load it as a free action. Taking this feat a second time allows you to both draw and load a weapon in the same round as free actions.

Quicken Arcana (Arcane)

Once per round, you can use an arcanum that normally requires a full-round action as a standard action, or an arcanum that normally requires a standard action as a move action. You can't use arcana more quickly than a move action using this feat. The fatigue Difficulty of the quickened power increases by +8.

Rage (Martial)

You can fly into a berserk rage as a free action, gaining +2 Strength, +2 to your Fortitude and Will saves, and a -2 penalty to Defense. While raging you can't use skills or arcana requiring concentration or patience, and you can't take 10 or take 20 on checks. Your rage lasts five rounds, after which you are fatigued for five rounds (see Fatigue in Chapter 6). You can use Rage once per day at 1st level and an additional time per day for every four warrior levels (twice at 4th level, three times at 8th level, and so on).

Each additional time you take this feat you gain an additional +1 Strength and +1 Fortitude and Will save bonus to a maximum of +4 Strength and +4 to saves total (the -2 penalty to Defense and other effects remain the same).

Instead of increasing your Rage benefits, taking the Rage feat an additional time can extend the duration of your rage by 5 rounds. This also extends the duration of your post-rage fatigue by 5 rounds.

Ranged Pin (General)

You can pin an opponent using a ranged weapon to nail a bit of clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or similar surface. Make a normal attack roll against the target. If your attack is successful, the target is pinned. To break free, the victim must take a move action and make a successful Strength or Escape Artist check (Difficulty 15).

Rhy-bonded (General)

You are psychically bonded to an intelligent companion. You have a psychic link with your companion. The two of you are always in mental contact (like a use of the Mind Touch arcana). If some outside force, such as the Ward arcanum, interferes, you can make a Mind Touch or Wisdom check to overcome it. If your psychic link is broken, it is automatically reestablished as soon as possible.

If your companion is a hero character under the control of another player, both characters must take this feat.

If your companion is a Narrator character, he or she has a total level two levels lower than your own (with a minimum of 1st level). Your companion gains levels as you do but is always at least two levels lower than you.

Ride-By Attack (Martial)

Prerequisite: Mounted Combat.

When you are mounted, you can move both before and after you take a standard action, provided your total distance isn't greater than your mount's movement speed.

Run (General)

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start, you get a +4 bonus to your Jump check.

Second Chance (General)

Choose a particular hazard, such as falling, being tripped, triggering traps, being mentally controlled (or affected by another specific power), or a particular skill with consequences for failure. If you fail a saving throw against that hazard or a check with that skill, you can immediately make another roll and use the better of the two results. Unlike spending a Conviction point, you do not treat rolls below 10 as a result of 10. You only get one second chance against any given save or task, and the Narrator decides if a particular hazard or skill is an appropriate focus for this feat. You can acquire this feat multiple times. Each time it applies to a different hazard or skill.

Seize Initiative (Martial)

You can spend a Conviction point to go first in the initiative order, without having to roll for initiative. You may only do so when you would normally roll initiative. If more than one character uses this feat, they roll for initiative normally and act in order of their initiative result, followed by all the other characters involved in the combat.

Self-Healing (General)

Prerequisite: Trained in Body Control.

You can use Body Control like the Cure arcanum but only to affect yourself. You're subject to the normal limitations of using Cure on yourself, and you can acquire other feats with Cure as a prerequisite, but they also only work on yourself.

Sensitive (General)

You're particularly sensitive to the emotions and attitudes of other creatures. You gain a +2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with creatures of Intelligence -3 or higher. You do not gain this bonus against a creature trained in the Psychic Shield arcanum. The bonus stacks with bonuses to interaction skills granted by the use of the Heart Reading arcanum.

Set-up (General)

You can transfer the benefits of a successful combat use of an interaction skill to an ally. For example, you can feint and allow your ally to make the surprise attack against that opponent. The interaction skill requires its normal time and skill check and you must be able to interact with your ally.

Shaping Talent (Arcane)

You can learn shaping arcana. You can also use the Move Object, Psychic Shield, and Second Sight arcana untrained. See Chapter 4: Arcana for details.

Shield Penetration (Arcane)

You're proficient at overcoming the resistance of Psychic Shields. You get a +2 bonus on checks to overcome a target's Psychic Shield. see Psychic Shield in Chapter 4 for more information.

Shield Training (General)

You're trained in the proper use of shields in combat. You can use a shield and take only the standard penalties. Characters lacking Shield Training take their shield's armor check penalty on attack rolls and on all Strength and Dexterity-based checks.

Skill Affinity (General)

Choose two skills to add to your list of favored skills. If you already know one or both of these skills, your rank in them increases to your favored skill rank based on your level.

Skill Focus (General)

Choose a known skill. You get a +3 bonus on all checks involving that skill. You can acquire this feat multiple times. Each time you do, it applies to a different known skill.

Skill Mastery (Expert)

Choose four of your known skills. When making checks with those skills, you can take 10 even when distracted or under pressure. This feat does not allow you to take 10 with skills that do not normally allow you to do so. You can acquire this feat multiple times. Each time you do, choose four other known skills to master.

Skill Training (General)

Each time you take this feat, you gain two additional known skills.

Slow Fall (Expert)

Prerequisite: Jump rank 5 or higher.

You can slow a fall if within arm's reach of a wall or similar structure. Subtract 10 feet from the fall per two expert levels before determining damage, with falls of 0 or less doing no damage. At 20th level expert you can use a nearby surface to slow your descent and fall any distance without harm.

Smite Foe (Martial)

Prerequisite: Favored Foe.

You can charge a blow with the power of your determination. You can use Smite Foe once per day per four levels, rounded up. When you strike a favored foe in melee, you can activate your smite: add your Charisma score to your attack roll and half your total level to your damage. If you accidentally smite an opponent who is not actually a favored foe, there is no additional effect, and the smite use is wasted.

Snatch Arrows (Expert)

Prerequisite: Deflect Arrows.

When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.

Spirited Charge (Martial)

Prerequisite: Ride-By Attack.

When mounted and using the charge action, you deal +3 damage with a melee weapon (+4 damage with a lance).

Stunning Attack (Expert or Martial)

When you make an unarmed attack, you can choose not to inflict normal damage. Instead, the target makes a Fortitude save against a Difficulty of 10 plus your unarmed damage bonus. A successful save results in no effect. A failed save means the target is dazed for one round. Failure by 5 or more means the target is stunned for one round, and failure by 10 or more renders the target unconscious.

Subtle Arcana (Arcane)

You can use your arcana with less chance of notice. When using arcana you can mute their signature. Characters using Second Sight cannot detect your power use nor can its use be detected later using Second Sight. A subtle power increases the fatigue save Difficulty by +2.

Suggest (Expert)

Prerequisite: Fascinate (for the same skill).

You can use an interaction skill to plant a suggestion in the mind of a subject you have fascinated using the Fascinate feat. This works like a use of the Suggestion power (see Suggestion in Chapter 4), except you must interact with the target and mental contact is not required. The Difficulty of the target's Will save is 10 + half your expert level + your Charisma score.

Summon Darkfiend (Arcane)

Prerequisite: Shaping Talent, 6th level adept or higher

You can summon darkfiends, beings from the depths of Shadow, to serve you. This requires a check of 1d20 + adept level + your Charisma score with a Difficulty of 10 + twice the darkfiend's level. Summoning a 5th-level darkfiend is Difficulty 20, for instance. Summon Darkfiend is fatiguing (Difficulty 10 + the darkfiend's level). The summoned darkfiend will do your bidding for a number of days equal to your adept level before returning to Shadow. Summon Darkfiend is sorcery and requires a Corruption check. See Chapter 8: Adversaries for more on darkfiends.

Summon Elemental (Arcane)

Prerequisite: Shaping Talent, 6th level Adept or higher, trained in appropriate elemental shaping arcanum.

You can summon an elemental, a spirit which animates a particular element. This requires a check using the appropriate shaping arcanum for that element (Water Shaping for water elementals, Fire Shaping for fire elementals, and so forth) with a Difficulty equal to 10 + twice the elemental's level. Summoning a 5th-level elemental is Difficulty 20, for instance. Summon Elemental is fatiguing (Difficulty 10 + the elemental's level). The summoned elemental will do your bidding for a number of rounds equal to your adept level before disappearing, leaving behind the now-inert element it used for its body. You must have some amount of the desired element to summon an elemental of that type. See Chapter 8: Adversaries for more on elementals.

Surprise Attack (Expert)

When you make a surprise attack (see Surprise Attack in Chapter 6), you do +2 damage. You cannot surprise attack an opponent you cannot perceive (due to concealment or some other effect), and opponents immune to critical hits suffer no additional damage. Opponents who cannot be surprise attacked are also immune. You can take this feat multiple times, increasing your damage bonus by +2 each time, to a maximum of +10.

Talented (General)

Choose two known and related skills, such as Survival and Sneak or Acrobatics and Climb, or two specialties from a specialty skill, such as Craft or Knowledge. You gain a +2 bonus with both skills. You can take this feat multiple times. Each time it applies to two different skills.

Taunt (General)

You can shake an opponent's confidence with clever taunts. Use a standard action and make a Bluff check against your target's Sense Motive check or Will saving throw, whichever has the higher bonus. If you succeed, your target is shaken for one round (-2 to attack rolls, checks, and saving throws, but not Toughness saves). If you fail, you may try again on the following round. Targets get a +1 on their resistance roll per Bluff attempt against them in the same scene (successful or not).

Track (General)

You can find and follow tracks left by other creatures. To find tracks or to follow them for one mile requires a successful Survival check. You must make another Survival check each time the tracks become difficult to follow. You move at half your normal speed while tracking (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The Difficulty depends on the surface, as given on the Surface table.

Surface Difficulty Surface Difficulty
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on the condition table.

TRACK CONDITIONS

Condition Difficulty Modifier
Every three creatures in the group being tracked -1
Size of the largest creature being tracked:
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility (apply the largest modifier)
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail and moves at half speed +5

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Without this feat, you can use Survival to find tracks, but you can follow them only if the Difficulty is 10 or lower. You can use the Search skill to find a footprint or similar sign of a creature's passage using the Difficulties given above, but you can't use Search to follow tracks.

Trackless Step (General)

Prerequisite: Trained in Sneak and Survival.

If you choose, you leave no trail in natural surroundings and cannot be tracked.

Trample (General)

Prerequisite: Mounted Combat.

When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Trance (Arcane)

Through breathing and bodily control, you can slip into a deep trance. It takes a minute of uninterrupted meditation and a Difficulty 15 Concentration check. While in the trance you add your Concentration bonus (not rank) to your Constitution score to determine how long you can hold your breath and you make Concentration checks rather than Constitution checks to avoid suffocation (see Suffocation in Chapter 6). Poison and disease effects are suspended for the duration of the trance. It requires a Notice check with a Difficulty equal to your Concentration check result to determine you're not dead. You are aware of your surroundings while in trance and can come out of the trance at any time at will. You cannot take any actions while in the trance.

Trapfinding (Expert)

You're skilled in finding and dealing with various sorts of traps. You can use the Search skill to locate traps when the task has a Difficulty higher than 20 (without this feat, you can only find traps with Difficulties lower than 20). Most well-constructed traps have a Difficulty of at least 20. Finding an arcane trap has a Difficulty of 25 or higher.

You can use Disable Device to disarm even arcane traps. This has a Difficulty of 25 or higher. If you beat a trap's Difficulty by 10 or more on a Disable Device check, you can study the trap, figure out how it works, and bypass it without actually disarming it.

Truth-Reading (Arcane)

Prerequisite: Sensitive, ability to use Heart Reading or Mind Touch arcana

You can sense when someone is lying to you. When interacting with a creature of Intelligence -3 or higher, you automatically sense when the creature tells you a deliberate lie. You can do this a number of times equal to your Wisdom score in a given conversation.

Detecting further lies in the same conversation is very fatiguing (Difficulty 10, +1 per additional statement you verify). You do not detect half-truths, lies of omission, or things the creature believes are actually believes are true (even if they are not). Only actual conscious lies are detected.

Two-Weapon Defense (General)

Prerequisite: Two-Weapon Fighting.

Your two-weapon fighting style improves your Defense. When wielding two weapons (but not while unarmed) and using parry defense, you gain a +1 bonus to your Defense. When fighting defensively or using the full defense action, this bonus increases to +2.

Two-Weapon Fighting (General)

Prerequisite: Dexterity +2 or higher.

You can fight skillfully with a weapon in each hand, giving you one extra attack per round. The attack roll with each weapon is at -4. If the off-hand weapon is a light weapon, the penalty is reduced to -2.

Uncanny Dodge (General)

You are especially attuned to potential danger, whether through training, experience, or some innate arcane talent. You retain your dodge bonus to Defense when surprised, flat-footed, or surprise attacked, so long as you are able to react (are not helpless, bound, unconscious, and the like).

Visionary Talent (Arcane)

You can learn visionary arcana. You can also use the Psychic Shield, Second Sight, and Visions arcana untrained. See Chapter 4: Arcana for details.

Wealthy (General)

Each time you select this feat, increase your Wealth bonus by +4.

Weapon Bind (Martial)

If you are using a parry defense and an opponent misses you with an armed melee attack, you can make a disarm attempt immediately as a free action. The disarm attempt is carried out normally, including the attacker getting the opportunity to disarm you (unless you have the Improved Disarm feat).

Weapon Break (Martial)

If you are using a parry defense and an opponent misses you with an armed melee attack, you can make an attack against your opponent's weapon immediately as a free action. This requires a normal attack roll and inflicts normal damage to the weapon if it hits (see Sunder in Chapter 6 for details).

Weapon Finesse (General)

When wielding a light weapon you can add your Dexterity score instead of your Strength score to your attack rolls.

Weapon Focus (General)

Choose one type of weapon. You can choose unarmed strike or grapple as your weapon for purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon. You can gain this feat multiple times. Each time, it applies to a new type of weapon.

Weapon Specialization (Martial)

Prerequisite: Weapon Focus with the chosen weapon.

Choose one type of weapon for which you have already selected the Weapon Focus feat. You deal +1 damage when using this type of weapon. You can gain this feat multiple times. Each time, it applies to a new type of weapon.

Weapon Training (General)

You're trained in the proper use of martial weapons. Characters lacking Weapon Training suffer a -4 penalty on attack rolls with martial weapons.

Well-Informed (Expert)

You are exceptionally well informed. When encountering an individual, group, or organization for the first time, you can make an immediate Gather Information check as a reaction to see if your character has heard something about the subject. This takes the place of a normal Knowledge check (if any). Use the guidelines for Gather Information checks (see Gather Information in Chapter 2) to determine the level of information you gain, and the guidelines for Knowledge checks (see Knowledge in Chapter 2) for the sorts of questions you can answer. You receive only one check per subject, although the Narrator may allow another upon encountering the subject again once significant time has passed.

Widen Arcana (Arcane)

When using arcana that normally affect a single target, you can affect an area with a radius of up to twice your rank in feet. The power affects all targets in the area normally. You must still meet any requirements for range, including mental contact, the power requires. Make a single check and compare the results to each target in the area. Targets save individually against the power's effects. The widened power's fatigue Difficulty increases by +6.

Wild Empathy (General)

You have a special connection with animals. You can use the Handle Animal skill (see Handle Animal skill) like Diplomacy (see Diplomacy skill) to change the attitude of an animal by interacting with it. Unlike a normal use of Diplomacy, you do not have to speak a language the animal understands, and Wild Empathy affects creatures with Intelligence -4 or less normally. You can also use the Bluff and Gather Information skills normally on animals. You don't actually need to speak to the animals; you communicate your intent through gestures and body language and learn things by studying animal behavior.

Wild Talent (General)

You have a talent for a particular power, and can use it as if you know it at a rank equal to your total level +3. see Chapter 4: Arcana for details. You are not considered trained in the power for purposes of prerequisites and other traits.

You have less control over your Wild Talent than a truly trained adept does with arcana. Whenever you are under stress, you must make a Will saving throw against a Difficulty of 10 + half your total level. If you fail, you are stunned and your wild talent goes off randomly. The power has its normal effect, but the Narrator chooses its target and parameters (if any). You suffer normal fatigue from this wild use of arcana and cannot take any other action on the round it manifests. You can spend Conviction to automatically control a wild talent for one use.

If you acquire the power feat for the same power as your Wild Talent, you gain control over it and can use it normally. You can only have one Wild Talent. You cannot acquire this feat by spending Conviction (see Conviction in Chapter 1).

Wildwalk (General)

You can move through any sort of natural surroundings at your normal speed, unimpeded by things like undergrowth, difficult terrain, snow, mud, and similar difficulties (see Hampered Movement in Chapter 6). You're still affected by wind, rain, and other weather conditions, however.