Feats

Feats

Focus

  • Adventurer Tier: Pick an attribute. You can make background checks with this stat with two dice, using the best result, if you burn a recovery on the effort. This does not apply to ritual magic.
  • Champion Tier: Pick a second attribute. You can make background checks with this stat with two dice, using the best result, if you burn a recovery on the effort. This does not apply to ritual magic.
  • Epic Tier: Pick a third attribute. You can make background checks with this stat with two dice, using the best result, if you burn a recovery on the effort. This does not apply to ritual magic.

Iconic Hostility

  • Adventurer Tier: Pick an Icon you have 1 die with in a Negative relationship. You gain +2 to hit foes relating to that icon.
  • Champion Tier: Pick an Icon you have 2 dice with in a Negative relationship. You add +1d8 damage per tier of the foe to damage inflicted on foes linked to that Icon.
  • Epic Tier: Pick an Icon you have 3 dice with in in a Negative relationship. You effectively gain a Background of 6 that gives you knowledge of that Icon and their flunkies. This background can be used when doing ritual effects with icon benefits related to your negative relationship.

Improved Initiative

  • Adventurer Tier: Gain a +4 bonus to Initiative checks
  • Champion Tier: During the first round of combat in which you get to act, you go first, taking a quick action, move action, or a basic melee or ranged attack (But not a standard action)
  • Epic Tier: If you would normally be surprised, your champion tier ability triggers, though you don't get your normal action for the round.

Melee Shot

  • Adventurer Tier: You don't draw opportunity melee attacks when making a ranged attack.
  • Champion Tier: If you hit someone engaged with you with a ranged attack, you can pop free.
  • Epic Tier: You gain +4 to all defenses until the start of your next turn when you use your Champion Tier feat.

Momentum Master (Rogues only)

  • Adventurer Tier: You can spend your momentum to roll two dice on an attack and take the best; you do not get more momentum if you hit.
  • Champion Tier: If you hit someone, you can spend your momentum to inflict 5 * your tier in ongoing damage (save ends). The attack will not renews your momentum if you do this.
  • Epic Tier: While you have unspent momentum, add +2 to your critical range. (This stacks with Murderous Talent)

Power Attack

  • Adventurer Tier: On a hit, you can burn a recovery to add 1d4 ongoing damage per level to the blow.
  • Champion Tier: You can burn a recovery to roll twice on a single attack and take the best roll.
  • Epic Tier: If you miss using the Champion feat, you do half damage on a miss.

Precise Shot

  • Adventurer Tier: When you make a ranged attack on a target, you can declare you will either hit a hand (dazed until the end of your next turn is inflicted along with the hit) or leg (stuck is inflicted along with the hit until the end of their next turn.)
  • Champion Tier: The effect now lasts until they make a save.
  • Epic Tier: The save becomes a hard save (16+)

Ritual Casting

  • Adventurer Tier: You can cast any spells you know as rituals. Classes that are already ritual casters (cleric, wizard) don’t need this feat. (See page 192 for the ritual casting rules.)
  • Champion Tier: When you do a ritual casting, you can sacrifice a recovery and roll twice, taking the best result.
  • Epic Tier: IF your ritual fails, the spell or icon benefit used to do the ritual is refreshed.

Toughness

  • Adventurer Tier: You calcluate your HP as if you were one level higher. (When you are 10th level, you will have (Baseline + Con Mod) * 28 HP.)
  • Champion Tier: If you roll 11+ on a Death save, your HP revert to zero, then burn one recovery and roll healing.
  • Epic Tier: You only die by hit point loss, not death save failure.