Wednesday, May 23, 2012

Druid & Ranger


Druid

Requirements: Divine Gift, 2 Talents from either Nature's Servant or Summoner, Trained in Knowledge (Nature)

Hit Dice: The Druid uses d6 Hit Dice
BAB: Low

Defense Bonuses: Druids get a +4 class bonus to their Will defense and a +2 class bonus to their Fortitude Defense.

Special Ability: Natural Bond: You gain this bonus to your will defense against all powers used by fey. You also get it as
a bonus to all Knowledge (Nature) and Survival checks, all Stealth checks made outdoors and all attack rolls with organic weapons and farming implements. You only gain this benefit while wearing no armor or armor made from organic materials.
 +1 a 2nd level and ever other level thereafter.

Talent Trees

-Nature's Servant (Cleric)
-Summoner (Magic-User)
-Elementalist (Magic-User)

Beastmaster

Additional Companion
     You may have an additional animal companion. You may take this talent more than once.

Improved Training
     You may give your companion a swift, move or standard action by sacrificing a swift action.

Improved Companion
     Increase the maximum size category of your companion by 1. You may take this talent more than once.

Improved Animal Bond
     You may control the actions of an animal you have bonded with.
    
Share Spell
     Any spell that you cast targeting yourself also applies its benefits to your companion as long as they are within 6 squares

Charm Animal
     You get a +5 competence bonus to Spellcasting or Devotion checks used to cast the Fear or Charm spells on Animals.

Alternate Companion
     You may choose an ooze, plant, elemental or magical beast as a companion.


Shapechanger

Small Form
     You may change into a small animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level.  You may not cast spells while Shapechanged.

Medium Form
     You may change into a medium animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.

Large Form
     You may change into a large animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.

Huge Form
     You may change into a huge animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.

Ooze Form
     You may change into an ooze instead of an animal when you shapechange.

Plant Form
     You may change into a plant instead of an animal when you shapechange.

Elemental Form
     You may change into an elemental instead of an animal when you shapechange.

Natural Tongue
     You may speak normally while shapechanged. You may make Spellcasting or Devotion checks at a -5 penalty.

Ranger

Req: Trained in Knowledge (nature) and Survival, 2 Talents from either Nature's Servant or Lurker, 1 Talent from either Melee or Ranged Training

Hit Dice: The Ranger uses d10 Hit Dice
BAB: Best

Defense Bonus: Rangers gain a +4 class bonus to their Fortitude Defense and a +2 class bonus to Reflex defense.

Special Ability
Favored Enemy: Choose single creature type or humanoid race. You gain this bonus to all attacks, damage and opposed skill checks against members of that group. +1 at 2nd level and every other level thereafter.

Talent Trees

-Lurker (Rogue)
-Nature's Servant (Cleric)
-Melee Training (Fighter) or Ranged Training (Rogue). Choose one when you enter this Prestige Class.

Favored Enemy

Additional Favored Enemy
     You may choose an additional creature type or humanoid race as a favored enemy.

Unstoppable
     Req: Never Again, Persistent
     Attacks or effects originating from your Favored enemies cannot move you down the condition track.

Persistent
     You may reroll any Survival checks used to track your Favored enemy, as well as any Diplomacy checks use to gather information about a favored enemy. You must accept the result even if it is worse.

Hatred
     You may spend a swift action to give your favored enemies a penalty to attacks against you equal to your Favored Enemy bonus.

Never Again
     Req: Persistent
     You gain a bonus to your Will defense equal to your Favored enemy bonus against spells cast by your favored enemy.
     In addition, once per encounter you may spend an action point to ignore a single effect targeting your will defense an originating from a favored enemy.

Bane
     Req: Hatred
     When you exceed a favored enemy's damage threshold you move them an additional -1 CT and deal an additional 1d6 damage.

Dread
     Req: Hatred, Bane
When you exceed a Favored Enemy's damage threshold make an immediate attack against their Fort defense at 1d20 + your character level. If you exceed their defense they are immediately rendered dying (or dead, for non-heroics). This ability does not work on creatures of a higher CL than the character.


Awareness

Acute Senses
     You may reroll any Perception checks, but must keep the new result even if it is worse.

Eagle-Eye
     Req: Acute Senses
     You suffer a -5 penalty to your Perception checks for every 20 squares away from the target you are, instead of every 10.
     You suffer no penalty for making ranged attacks against targets in Short range.

Vigilance
     You cannot be surprised.

Sentinel
     Req: Vigilance
     Allies within your line of sight gain a +5 competence bonus to their Perception checks to avoid being surprised.

Uncanny Ear
     Req: Acute Senses   
     You gain a +5 bonus to perception check involving audio, such as eavesdropping, hearing distant noises or noticing targets while sleeping.
    
Tremorsense
     Req: Uncanny Ear
     You know the location of any creature or object touching the ground within 12 squares. If the object has concealment you still suffer any relevant attack penalties.

Blind-sight
     Req: Tremorsense
     You know the location of all creatures within 6 squares and ignore any concealment within this range.

Monk & Paladin


Monk

Req.:Martial Arts II, 2 Talents from Brute or Acrobat, Trained in Athletics and Acrobatics

Hit Dice: The Monk uses d10 Hit Dice
BAB: Best

Defense Bonuses: Monks gain a +4 class bonus to their Reflex defense and a +2 to their Will defense.

Special Ability: Flurry: Standard Action. You add a die of damage to an unarmed attack by taking a corresponding -1 to the
attack roll. You may only add one die of damage at 2nd level and an additional die every other level thereafter. At 6th level
any penalties you take using this ability are reduced by 1, at 10th they are reduced by 2.

Talent Trees

-Brute (Fighter)
-Acrobat (Thief)
-Melee Training (Fighter)

Ki-Channeling

Poison Immunity
     Req: Poison Immunity
     You are Immune to Poison

Disease Immunity    
     You are immune to Disease

Wholeness of Body
     Req: Healing Trance
     You gain an additional second wind. You may use a second wind as a reaction to taking damage or being moved down the CT.
    
Healing Trance
     You may enter a healing trance. During this trance you are aware of your surroundings and may react normally, but if you take any actions the trance is interrupted and must be started over.
     For each hour you are in trance you gain a number of hit points equal to your character level. If you remain in a trance for 4 hours you gain the benefits of a complete night's rest.

Boundless Leap
     You are always considered to be making a running jump when making Athletics checks for Jumping.

Feather Step
     Req: Boundless Leap
     You may make balance checks on any surface, but cannot end your turn on a surface that cannot support your weight. You take no damage from falling.
    
Focused Fist
     Once per turn you may spend a swift action you may do an additional die of damage with your unarmed attacks. You may choose to have the damage dealt by these attacks be considered fire, lightning or bludgeoning damage.

Ki blast
     Req: Iron Fist
     Once per turn as a standard action you may make a unarmed attack against an enemy within 12 squares. You may treat this attack as fire, lightning or bludgeoning damage.


Style Mastery

Sweep
     Req: Trip
     As a standard action make an attack roll against each adjacent enemy. In addition to dealing damage normally make a grapple check against each enemy you hit. If you succeed at this check the enemy is knocked prone.

Great Throw
     Req: Trip, Sweep
     When you knock an enemy prone with an unarmed attack you may place them in any square within 2 of you.

Reverse Momentum
     Req: Great Throw
     Characters attacking you in melee do not apply their strength as a bonus to their attack rolls

Lock
     Req: Expert Grappler
     You may deal your unarmed strike damage to an enemy you Grab successfully and to any enemy you have a Grabbed at the beginning of your turn.
    
Improved Lock
     Req: Lock, Expert Grappler
     Each round you have  an enemy grabbed you may make an unarmed attack roll targeting his Fort defense. If you exceed the defense the enemy is moved -1 CT.

Stone Fist
     Treat the hardness of any object you hit with an unarmed attack as 5 lower than normal.

Flying Kick
     Req: Stone Fist
     While charging you may make an Acrobatics check at a DC 15. If you succeed your attack does an additional die of damage.
    
Forceful Blow
     Req: Stone Fist, Flying Kick
     Once per turn, when you exceed both a target's Ref and Fort defense with an unarmed attack you may choose to push that character back 1 square.

Expert Grappler
     You suffer no penal for making grab attacks and gain a +2 competence bonus on grapple checks.

Paladin


Requirements: Divine Gift, 2 Talents from either Warpriest or Defender, Trained in Knowledge (Religion) and either
Devotion or Knowledge (Tactics)

Hit Dice: The Paladin uses d12 Hit Dice
BAB: Best

Defense Bonuses: Paladins gain a +4 class bonus to their Fortitude Defense and a +2 class bonus to their Will defense.

Special Ability: Holy Smite: Standard Action. Declare before making an attack. you gain a bonus to you attack equal to
your paladin level and your Charisma modifier as a bonus to damage. Usable 1/day at second, 2/day at 6th, and 3/day at 10th

Talent Trees

-Warpriest (Cleric)
-Melee Training (Fighter)
-Defender (Fighter)

Divine Channeling

Lay on Hands
     You gain a number of healing points equal to your charisma modifier times your character level. As a standard action you may spend any or all of these points to heal an adjacent ally an equal number of hit points. Healing points return after a full night's rest.

Turn Undead
     You may spend an action point as a standard action to make an Intimidate check against all undead within 6 squares. If you exceed a target's will defense they must move away from you with their next move action. If you exceed their defense by more than 10 the must flee from you to the best of their ability. Undead of a higher CL than you gain a +5 to their Will Defense to resit Turn Undead

Turn Fiends
     Req: Turn Undead
     As Turn Undead, except only targeting Fiends.

Purge Evil
     Req: Turn Undead, Turn Fiends
     Instead of the normal effects of Turn Undead or Turn Fiends you may choose to burn the affected enemies with holy flames. If you exceed a target's will defense, and for every additional 5 you exceed it by the target takes 2d6+Cha. modifier damage.

Disease Immunity
     You are Immune to Disease

Divine Grace
     Req: Lay on Hands, Disease Immunity
     You may use your Charisma modifier in place of the normal attribute modifiers for your Defenses.

Divine Shield
     Req: Lay on Hands
     You may spend your Healing points as a reaction in multiples of 5 to gain an equivalent SR until the beginning of your next turn.

Divine Power
     Req: Lay on Hands
     As a swift action you may spend any number of healing points. For every 5 points you spend this way you next attack deals +1d6 holy damage.

Champion

Fearless
     You are immune to Fear.

Knight's Challenge
     As a swift action make an Intimidate or Diplomacy check against an opponent within 10 squares. If the check exceed their Will defense they must spend their next turn attempting to attack you or else suffer a -2 on all attacks and checks.

Winged Aspect
     Req: Divine Aspect
     When you use your Divine aspect you grow wings and can fly. You ignore all difficult terrain and creatures while moving.

Divine Aspect
     As a swift action you may spend an action point to take on some of the qualities of your deity. Any given deity grants a +2 to all rolls and defenses pertaining to two separate ability scores, as well as energy resistance 5 to a single element. These benefits last for 5 + Cha modifier rounds.

For instance Kord, god of strength, might give +2 to all Str. and Con based checks and Defenses and Fire Resistance 5. While Boccob, God of Wizards, might grant +2 to Int and Wis based checks and Acid Resistance 5.

Improved Challenge
     Req: Knight's Challenge
     Victims of your challenge that do not attempt to attack you suffer a -4 on all attacks and checks, as well as a -2 to their defenses.

Mass Challenge
     Req: Knights Challenge
     You may use your Knight's Challenge talent against all enemies within 6 squares.

Greater Divine Aspect
     Req: Divine Aspect
     Your divine Aspect now grants +4 to rolls and defenses for 2 ability scores and an additional energy resistance 5, or a single energy resistance 10.

Battle Casting
     Req: Cha 16
     You do not provoke Attacks of Opportunity when using "You" ranged spells. 

Assassin & Bard


Assassin
Req: 2 Talents from Lurker and 1 from either Ranged or Melee Training, Trained in Stealth

Hit Dice: The assassin uses d8 HD.
BAB: Mid

Defense Bonuses: Assassins gain a +4 class bonus to their reflex defense and a +2 Bonus to their Fortitude defense.

Special Ability: Death Attack: Standard Action. During a surprise round or against a target that is unaware of you, you may make a Death Attack against a target within 6 squares. If you hit and exceed the target's damage threshold on this attack you make an additional attack roll vs. their Fortitude Defense. If you exceed their defense they are knocked an additional step down the condition track. 
At 4th level you get a +1 on these attack rolls. 
At level 6 your Death attack does an additional die of damage. 
At level 8 it knocks enemies an additional -1 on the track. 
At 10th level it immediately renders the victim unconscious

Talent Trees

-Lurker (Rogue)
-Melee Training (Fighter) or Ranged Training (Rogue), chosen when this class is taken.
-Beguiler (Magic-User)

Poisoner

Adapt Poison
     You may make your poisons effective through injury, inhalation, ingestion or contact. This requires a Knowledge (nature) check equal to the poison's Treat Injury DC and requires 1 day.

Improved Poisons
     Req: Poison Use
     Your poisons gain +2 to attack.

Persistent Poison
     Req: Poison Use
     Your poisons may miss two attacks before they cease having an effect.

Insidious Poison
     Req: Poison Use
     The DC to treat your poisons with Treat Injury or the Revive spell is increased by 5.

Paralyzing Poison
     Req: Poison Use, Sleeping Poison
     Characters you have poisoned take a -2 to all attacks and Str or Dex based checks until the poison is negated
    
Hallucinogenic Poison
     Req: Poison Use, Sleeping Poison, Paralyzing Poison
     Subjects of your poisons have 50% chance of losing any action they attempt until the poison is negated.

Sleeping Poison
     Req: Poison Use
     Instead of dealing damage you may choose to have your poison moves it's victims -2 down the CT when it successfully hits. The treat Injury DC of the poison is reduced by 5.

Poison Use
     Once per encounter you can spend a standard action to apply poisons to a weapon. If an attack roll with that weapon also exceeds the target's Fort defense the target is poisoned. Each round on that character's turn the poison makes an attack roll (1d20+your heroic level) against eh target's Fortitude defense. If the attack succeeds the target takes 1d6+ 1/2 your heroic level damage and moves -1 CT. A target moved to the end of the condition track is unconscious, but continues to take damage from the poison's attack. The poison attacks each round until it misses or until the poisoned character is subject to an effect that can remove persistent conditions.


Assassin

Ambush
     If you are not surprised during the first round of an encounter you may treat that round as a surprise round for the purpose of activating talents and feats.

Headshot
     Req: Sniping Assassin, Mark
     While aiming an making a attack against a Mark that is unaware of your presence you deal +1 die of damage and move the target an additional -1 CT if you exceed its damage threshold.

Mark
     Once per encounter you may designate a Mark. You gain +2 to attack rolls against your Mark.

Reactive Stealth    
     Req: Improved Stealth, Hide in Plain Sight
     When you are missed by an attack you may make a stealth check to hide as a reaction.

Relentless
     Req: Mark
     Your Mark cannot move you down the condition track.
    
Ruthless
     Req: Mark
     You deal +1 die of damage to all attack against your Mark.
    
Sniping Assassin
     You may use your Backstab and Sneak Attack talents with ranged weapons against targets within short range.
     You may take this talent more than once. Each time you do it increase the range at which these talents work by one step.

Unexpected Assault
     Req: Ambush, Mark
     Once per turn as a swift action you may make an opposed Initiative check against your mark. If your check is higher the opponent is flat-footed against all of your attacks until the end of the next turn.
    
Weak Point
     You may spend a swift action to ignore any Armor bonus to Reflex defense on your next attack.

Bard

Requirements: Arcane Gift, 2 Talents from either Silver Tongue or Beguiler, Trained in Persuasion or Artistry.

Hit Dice: The Bard uses d8 Hit Dice.
BAB: Mid

Defense Bonuses: Bards gain a +2 class bonus to all Defenses

Special Ability: Inspire Courage: Move Action, sustain as swift action. All allies that can see or hear the Bard get a bonus to attacks and damage based on the Bard's level. (+1att/+1Dam, +2att./+1Dam. +2att./+2Dam, +3att/+2Dam, +3att./+3 Dam.)

Talent Trees

-Beguiler (Magic-User)
-Silver Tongue (Rogue)
-Warpriest (Cleric)

Jack of All Trades

Bardic Lore
     You may make Knowledge checks untrained.

Use Magic Device
     You are treated as being trained in both the Devotion and Spellcasting skills for the purposes of activating Wands and Scrolls.

Dilettante
     You gain a +2 bonus to all untrained skill checks.

Improved Bardic Lore
     Req: Bardic Lore
     You gain a +2 bonus to all Knowledge checks.

Skill Mastery
     Req: Dilettante
     Choose 1+Int modifier number of trained skills. You may take a 10 on these skills even while threatened You may not choose Devotion or Spellcasting.

Improvisational Spellcaster
     Req: Use Magic Device
     You may use Cha in place of Wis for your Spellcasting checks.

Wardancer
     You may apply your Cha bonus instead of your Str bonus to your attack rolls with melee weapons.

Practiced Wardancer 
     Req: Wardancer
     You may apply your Cha bonus instead of your Str bonus to your damage rolls with melee weapons.


Gifted Performer

Inspire Heroics
     When you use the Inspire Courage class feature you may choose a single bonus feat from the Soldier Bonus feat list. All targets gain this feat as long as they meet the requirements. This effect lasts until the end of the encounter.

Inspire Competence
     When you use your Inspire Courage class feature, instead of the normal benefits targets gain a competence bonus to all skill checks equal to 1/2 your class level.   

Rousing Song
     Targets of your Inspire Courage class feature move +1 CT. Characters may only benefit from this ability once per encounter.

Drinking Song
     Targets of your Inspire Courage class ability may exchange any or all of the granted bonus to attack to an additional bonus to damage.

Inspire Valor
     When you use you Inspire Courage class feature, targets also gain a number of temporary HP equal to your character level. These HP are lost first and go away at the end of the encounter.

Hymn
     Targets of your Inspire Courage class ability gain  morale bonus to their Will Defense versus fear and mind-affecting abilities equal to 1/2 your class level.

Dirge
     Instead of granting bonuses to your allies with Inspire Courage, you can instead penalize your enemies for a like amount.
     When you use Dirge, make an Intimidate check. Each enemy whose Will Defense you exceed that can see, hear and understand you get penalties to it's attack and damage equal to the bonuses you would normally hand out.

Ballad
     When you successfully use the Charm power on someone you have successfully Fascinated all attitude changes are doubled. Your use of charm is not apparent to the target or any other Fascinated creature.

Skills & Feats


Changes to skills

Climb, Jump and Swim  are combined into the single skill Athletics
Gather Information + Change Attitude and Haggle uses of Persuasion become Diplomacy, Intimidation become a new skill
Eliminate Pilot
Eliminate Use Computer
Eliminate Use the Force
Standard Knowledges: (History) (Arcana) (Religion) (Nature) (Underdark) (Politics) (Engineering) (Tactics)

Artistry


Artistry is the character's ability to create works of art or perform entertainment. The result of the check determines the quality of the work created. If the character is performing the work live and accepting tips the result of the check is equal to the amount of SP earned. If the work is one of a kind, it sells for an amount equal to twice the result of the check in GP. If the work is mass produced, a novel or art print, for instance, it earns 10X the check result in GP. However, the player must secure and pay for the means to mass produce the work on his own.


 DC 10 : A competent landscape painting, sleazy bar music.


 DC 15: An adequate portrait painting, high class tavern music, ritual dancing.


 DC 20: The Lord's personal musicians, an elaborate fresco, an intricate marble statue.


 DC 25: A masterpiece, remembered for generations. The King's personal musicians. 

Devotion (Cha)

Devotion is a measure of your faith in your deity and your ability to project their will on to the material world. You must have the Divine Gift feat to be trained in this skill.

     Cast Divine Spell (Trained only, varies) You make Devotion checks to cast Divine spells.

     Create Holy Water (Trained Only. DC20) You create 1d6 uses of Holy Water. This process takes 1 hour.

     Cure minor wounds (DC15) As a standard action you may heal one adjacent ally 1 HP.

     Detect Evil (varies) Make a Devotion check, targeting a creature within 6 squares. If this check exceeds their Will Defense then you know if the target is evil. Failed checks and good and neutral targets all give you an "unknown" result.

     Light (Trained Only, DC15) You create a floating ball of light that follows you around, halo of illumination, glowing symbol or some other source of diving light. This light produces illumination in a 6 square radius.

     Purify Food and Water (Trained Only, DC20) You make a meal's worth of food and water safe to eat and drink. If the food is poisoned the DC increases by 5.

     Special: You can't make Devotion checks unless you have the Divine Gift feat. Devotion is a class skill for anyone with the Divine Gift feat. You can take a 10 on Devotion checks, but you cannot take a 20.

     Using Devotion while threatened provokes an attack of opportunity. Any damage dealt while casting is applied as a penalty to the check result.
    

Spellcasting (Wis)

Spellcasting is a measure of your technical ability to weave arcane spells, bending reality to your will. You must have the Arcane Gift feat to be trained in this skill.

     Cast Arcane Spell (Trained only, varies) You make Spellcasting checks to cast Arcane spells.

     Detect Magic (Varies) Move action. With a DC15 check you discern if an unattended object within 6 squares is magic. You may also target a creature with this effect, if your check exceeds the target's will defense you know if they have the Magical or Divine Gift feats.

     Prestidigitation (Trained Only, DC15) Standard Action. You create one minor effect that generally has no mechanical benefit. This could mean cleaning a set of clothing, creating enough flame to light a pipe, summoning a worthless coin from out of nowhere or changing your hair color.
    
     Distract (Trained Only, Varies) Swift action. Target an enemy within 6 squares. If your Spellcasting check exceeds their Will Defense you may use the Stealth skill to hide from them even if the have line of sight to you.

     Mage Hand (Trained Only, DC15) Standard action. You may move an object within your line of sight and weighing up to 5kg a distance of 6 squares.
    
     Light (Trained Only, DC15) You create a floating ball of light or other form of minor illumination that follows you around. This light produces illumination in a 6 square radius

     Special: You can't make Spellcasting checks unless you have the Arcane Gift feat. Spellcasting is a class skill for anyone with the Arcane Gift feat. You can take a 10 on Spellcasting checks, but you cannot take a 20.

     Using Spellcasting while threatened provokes an attack of opportunity. Any damage dealt while casting is applied as a penalty to the check result.

     Spellcasting is subject to Armor Check Penalties.

Intimidate (Cha)

Intimidate As intimidate function of Persuasion, Persuasion loses this function.

Taunt As a swift action you may make an Intimidate check against a target within 12 squares than can both see an hear you. If your check exceeds their will defense they get a -2 to attack targets other than you until the beginning of your next turn.
    

Feats


Changes to Feats

Weapon Proficiencies are reduced to: (Simple) (Melee Martial) (Ranged Martial) (Exotic: Specific Weapon or Racial Group)
Eliminate Burst Fire
Eliminate Cybernetic Surgery
Eliminate Force Boon
Eliminate Force Sensitive
Eliminate Force Training
Eliminate Vehicular Combat
Eliminate Strong in the Force
Change Dodge
Change Weapon Focus
Change Skill Focus

Academy Training
     Req: Int 13

     Benefit: You gain 1+Int Modifier Arcane Spells. When your Int modifier increases you gain a new known spell. You may take
this feat more than once and gain new spells each time.

Animal Companion
     Req: Trained in Knowledge (Nature) or Survival

     Benefits: You gain a tiny animal companion. During combat you may sacrifice a swift action to give your companion a swift or move action, or a move action to give your companion a standard action. If your companion dies you move one persistent step down the condition track and may not get a new companion until the end of the adventure. Animal companions are advanced by a number of bonus hit dice equal to half of your level.

Arcane Gift

     Benefit: You gain Spellcasting (Wis) as a class skill and may make untrained Spellcasting checks.

Arcane Ritual Caster
     Req: Trained in Knowledge (arcana) and Spellcasting, Int 13

     Benefit: You may learn and perform Arcane rituals.

Armorer
     Req: Trained in Mechanics
     You may use Mechanics for the purpose of crafting arms and armor. The Difficulty of the check is determined by the type of weapon or armor.

     DC15: Simple Weapons
     DC20: Martial Melee Weapons, Light Armor
     DC25: Martial Ranged Weapons, Medium Armor
     DC30: Exotic Weapons, Heavy Armor

The cost of creating a weapon or armor is 1/2 its market cost. Crafting takes one full week for each 100 GP of the market cost of the item. A successful check must be made each week. If a check is failed no progress is made that week and 50GP is wasted.

Divine Gift

     Benefit: You gain Devotion (Cha) as a class skill and may make untrained Devotion checks.

Divine Ritual Caster
     Req: Trained in Knowledge (divine) and Devotion, Wis 13

     Benefits: You may learn and perform Divine rituals.

Dodge
     Req: Dex 13
     Benefit: As a free action you may designate one opponent. Against all attacks from that opponent you gain +1 Ref defense.
     At 7th level this bonus increases to +2, at 13th level it increases to +3.


Feint
     Req: Martial Melee Proficiency, Trained in Deception, Melee Defense
     Benefit: As a move action, you may make a Deception check against an opponent with whom you are engaged in melee combat, opposed by their Perception. On a success, the opponent is caught flat-footed. You may only use this ability once per round, and subsequent attempts against the same target suffer a -5 penalty to their Dec  

Fortune's Friend
     Benefit: You roll d8s instead of d6s when you use an Action Point to improve a roll.

Lucky
     Req: Cha 13
     Benefit: You gain 3 additional Action Points at each level

Master Armorer
     Req: Int 13, Armorer
     Benefit: You may use Special Materials and apply Masterwork Qualities when crafting arms and armor.

Mounted Archery
     Req: Trained in Ride, Mounted Combat

     Benefit: Reduce all penalties associated with making a ranged attack while mounted by 2.

Mounted Combat
     Req: Trained in Ride
    
     Benefit: Once per round as a reaction you may make a Ride check to negate one attack against your mount. The DC of this check is equal to the attack roll result.
     In addition, you suffer no penalty for making melee attacks while mounted.



Ride-By Attack 
     Prerequisites: Trained in Ride, Mounted Combat.


     Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.




Shield Proficiency
          
     Benefit: You may use shields. Characters with the Block talent gain a +2 equipment bonus on Initiative checks made to Block with a shield. 


Single Weapon Style
     Req: Trained in Acrobatics or Athletics, Melee Martial Proficiency, Melee Defense


     Benefit: You gain a +2 bonus to your Attack and Reflex defense whenever you successfully execute an Acrobatics or Athletics check in combat while wielding only a single weapon in one hand. This bonus lasts until the beginning of your next turn. 



Spirited Charge
     Req: Trained in Ride, Mounted Combat, Ride-By Attack.


     Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).



Sunder
     Req: Str 13, Power Attack


     Benefit: You do not incur an attack of opportunity when attempting to strike an opponent's weapon. 


Skill Focus (Chosen Skill)
     
     Benefit: You gain a bonus to the chosen skill equal to 1+1/2 your character level, to a maximum of +5 at 8th level.

Temple Training
     Req: Wis 13

     Benefit: You gain 1 + Wis modifier Divine Spells. When your Wis modifier increases you gain a new known spell. You may take
this feat more than once and gain new spells each time.


Two-handed Style
     Req: Martial Melee Proficiency, Power Attack
     Benefit: You double your strength modifier for the purpose of determining your damage with two-handed weapons. This includes any bonus damage gained from using the Power Attack feat. 


Weapon and Shield Style
     Req: Shield Training, Melee Martial Proficiency, Block talent
     Benefit: Whenever you successfully block a melee attack made against you or an adjacent ally you gain a +2 bonus to attack and damage against the attacker until the end of your next turn.

Weapon Focus
     Req: Weapon Proficiency in the chosen weapon
    
     Benefit: You gain a +1 to all attacks with the chosen weapon.
     At 7th level this bonus increases to +2, at 13th level it increases to +3.