Name | description | Type |
---|---|---|
Aces High | You gain a +20 bonus to Gambling checks, and your affinity to it is increased to 100%. |
Starting |
Afloat and Adrift | You gain a +10 bonus to Sailing checks, and your affinities in Sailing and Shipbuilding are increased to 100%. |
Starting |
Air Magic Primalist | You gain a +25% efficiency bonus to Air Magic, and your resistance to it increases by 50% |
Starting |
Air Magic Prodigy | You gain a +50% efficiency bonus to Air Magic (if you are proficient in it) |
Starting |
Animal Trainer | You gain a +10 bonus to Animal Empathy checks, and your affinities in Animal Empathy and Animal Husbandry are increased to 100%. |
Starting |
Animal Whisperer | You gain a +20 bonus to Animal Empathy checks, and your affinity to it is increased to 100%. |
Starting |
Archery Brute | Your affinity with Archery is increased to 100%, and your damage with Archery attacks is increased by 0.1 per your rank in it. |
Starting |
Archery Prodigy | Your affinity with Archery is increased to 100%, and you gain a +5 to Accuracy checks when making Archery attacks. |
Starting |
Assassin’s Touch | You gain a +10 bonus to Thievery checks, and your affinities in Thievery and Poison Application are increased to 100%. |
Starting |
Athletic Build | You gain a +5 bonus to the Athletics checks. Your affinity in Climbing, Jumping, and Swimming is increased by 50%. |
Starting |
Axes Brute | Your affinity with Axes is increased to 100%, and you damage with Axes attacks is increased by 0.1 per your rank in it. |
Starting |
Axes Prodigy | Your affinity with Axes is increased to 100%, and you gain a +5 to Accuracy checks when making Axes attacks. |
Starting |
Bard Talents | You gain a +10 bonus to Entertain checks, and your affinities in Entertain and String Instrument are increased to 100%. |
Starting |
Beat Maker | You gain a +10 bonus to Entertain checks, and your affinities in Entertain and Percussion are increased to 100%. |
Starting |
Blood Seeking | You gain a +5 bonus to Accuracy checks when attacking a damaged target; this increases to +10 when the target falls below 50% of its total health. |
Starting |
Born in the Saddle | You gain a +10 bonus to Riding checks, and your affinities in Riding and Horsemanship are increased to 100%. |
Starting |
Born on the Water | You gain a +20 bonus to Sailing checks, and your affinity to it is increased to 100%. |
Starting |
Born to Ride | You gain a +20 bonus to Riding checks, and your affinity to it is increased to 100%. |
Starting |
Brewmaster | You gain a +10 bonus to Brewing checks, and your affinity to it is increased to 100%. |
Starting |
Cave Dweller | You gain a +10 bonus to Survival checks, and your affinities in Survival and Underground Conditioning are increased to 100%. |
Starting |
Center Stage | You gain a +10 bonus to Entertain checks, and your affinities in Entertain and Singing are increased to 100%. |
Starting |
Coin Maker | You gain a passive +10 bonus to Trade checks, and make 10% more money when using your Personal Time to generate income. |
Starting |
Community Orginizer | You gain a +10 bonus to Administration checks, and your affinity to it is increased to 100%. |
Starting |
Crossbows Brute | Your affinity with Crossbows is increased to 100%, and you damage with Crossbows attacks is increased by 0.1 per your rank in it. |
Starting |
Crossbows Prodigy | Your affinity with Crossbows is increased to 100%, and you gain a +5 to Accuracy checks when making Crossbows attacks. |
Starting |
Danger Sense | You gain a +10 bonus to defenses when avoiding traps and attacks from sources hidden to you. You also gain a +50 bonus to checks to prevent being surprised. If you are not surprised, any ally that can hear you is also not surprised. |
Starting |
Dark Magic Primalist | You gain a +25% efficiency bonus to Dark Magic, and your resistance to it increases by 50% |
Starting |
Dark Magic Prodigy | You gain a +50% efficiency bonus to Dark Magic (if you are proficient in it) |
Starting |
Death Magic Primalist | You gain a +25% efficiency bonus to Death Magic, and your resistance to it increases by 50% |
Starting |
Death Magic Prodigy | You gain a +50% efficiency bonus to Death Magic (if you are proficient in it) |
Starting |
Dedicated Researcher | You gain a +20 bonus to Research checks, and your affinity to it is increased to 100%. |
Starting |
Deep Thinker | You gain a +20 bonus to Intuition checks, and your affinity to it is increased to 100%. |
Starting |
Double Talker | You gain a +10 bonus to Metagaming checks, and your affinities in Metagaming and Innuendo are increased to 100%. |
Starting |
Eagle Eyesight | You gain a +20 bonus to Perception checks, and your affinity to it is increased to 100%. |
Starting |
Earth Magic Primalist | You gain a +25% efficiency bonus to Earth Magic, and your resistance to it increases by 50% |
Starting |
Earth Magic Prodigy | You gain a +50% efficiency bonus to Earth Magic (if you are proficient in it) |
Starting |
Easy Acrobat | You gain a +10 bonus to Balance checks, and your affinities in Balance and Tumbling are increased to 100%. |
Starting |
Easy Concentration | You gain a +10 bonus to Concentration checks, and your affinity in it is increased by 50%. |
Starting |
Eavesdropper | You gain a +10 bonus to Investigation checks, and your affinities in Investigation and Listening are increased to 100%. |
Starting |
Eye for Plunder | You gain a +10 bonus to Appraisal checks, and your affinity to it is increased to 100%. |
Starting |
Eyes of Intimidation | You gain a +20 bonus to Instill Fear checks, and your affinity to it is increased to 100%. |
Starting |
Field Medic | You gain a +10 bonus to Healing checks, and your affinities in Healing and Combat Medic are increased to 100%. |
Starting |
Fire Magic Primalist | You gain a +25% efficiency bonus to Fire Magic, and your resistance to it increases by 50% |
Starting |
Fire Magic Prodigy | You gain a +50% efficiency bonus to Fire Magic (if you are proficient in it) |
Starting |
Forest Concealment | You gain +20 to Stealth rolls when in a forest. |
Starting |
Forge Magnet | You gain a +10 bonus to Smithing checks, and your affinity to it is increased to 100%. |
Starting |
Great Detective | You gain a +20 bonus to Investigation checks, and your affinity to it is increased to 100%. |
Starting |
Great Foreman | You gain a +20 bonus to Construction checks, and your affinity to it is increased to 100%. |
Starting |
Great Negotiator | You gain a +20 bonus to Conversation checks, and your affinity to it is increased to 100%. |
Starting |
Green Thumbs | You gain a +10 bonus to Agriculture checks, and your affinity to it is increased to 100%. |
Starting |
Groundspeaker | You gain a +10 bonus to Tracking checks, and your affinity to it is increased to 100%. |
Starting |
Hammer Wielding Brute | Your affinity with Hammer Wielding is increased to 100%, and you damage with Hammer Wielding attacks is increased by 0.1 per your rank in it. |
Starting |
Hammer Wielding Prodigy | Your affinity with Hammer Wielding is increased to 100%, and you gain a +5 to Accuracy checks when making Hammer Wielding attacks. |
Starting |
Head Above Water | You gain a +10 bonus to Athletics checks, and your affinities in Athletics and Swimming are increased to 100%. |
Starting |
Healing Touch | You gain a +20 bonus to Healing checks, and your affinity to it is increased to 100%. |
Starting |
Heavy Armor Prodigy | The Armor Value granted by pieces of Heavy Armor you wear is increased 10%, and its movement penalty is reduced by 0.3 per piece. |
Starting |
Herbal Alchemist | You gain a +5 bonus to Alchemy and Herb Lore checks, and your affinities in both are increased to 100%. |
Starting |
Herbal Spirit | You gain a +10 bonus to Herb Lore checks. Your affinity in the Herb Lore skill is increased to 100%. When you successfully harvest an herb with this skill, double the amount gained. |
Starting |
Hideworker | You gain a +5 bonus to Tailoring checks, and your affinities in Tailoring and Leatherworking are increased to 100%. |
Starting |
Ice Trekker | You gain a +10 bonus to Survival checks, and your affinities in Survival and Polar Conditioning are increased to 100%. |
Starting |
Jeweller Eye | You gain a +10 bonus to Jewelling checks, and your affinity to it is increased to 100%. |
Starting |
Keen Eyesight | You gain a +10 bonus to Accuracy with Ranged Weapons. You also gain a +10 to your Perception. Your Affinity in the Perception skill is increased to 100%. |
Starting |
Lab Rat | You gain a +10 bonus to Alchemy checks, and your affinity in it is increased to 100%. |
Starting |
Life Magic Primalist | You gain a +25% efficiency bonus to Life Magic, and your resistance to it increases by 50% |
Starting |
Life Magic Prodigy | You gain a +50% efficiency bonus to Life Magic (if you are proficient in it) |
Starting |
Light Armor Prodigy | The Armor Value granted by pieces of Light Armor you wear is increased 10%, and its movement penalty is reduced by 0.1 per piece. |
Starting |
Light Magic Primalist | You gain a +25% efficiency bonus to Light Magic, and your resistance to it increases by 50% |
Starting |
Light Magic Prodigy | You gain a +50% efficiency bonus to Light Magic (if you are proficient in it) |
Starting |
Lumbermaster | You gain a +10 bonus to Construction checks, and your affinities in Construction and Carpentry are increased to 100%. |
Starting |
Lurker in Shadows | You gain a +5 bonus to Stealth checks, and your affinities in Stealth, Hiding, and Sneaking are increased to 100%. |
Starting |
Mace Wielding Brute | Your affinity with Mace Wielding is increased to 100%, and you damage with Mace Wielding attacks is increased by 0.1 per your rank in it. |
Starting |
Mace Wielding Prodigy | Your affinity with Mace Wielding is increased to 100%, and you gain a +5 to Accuracy checks when making Mace Wielding attacks. |
Starting |
Magical Sniper | You gain a +10 bonus to Accuracy with ranged magical attacks, and ignore penalties from light or heavy cover. |
Starting |
Marathon Runner | You gain a +10 bonus to Athletics checks, and your affinities in Athletics and Running are increased to 100%. |
Starting |
Medium Armor Prodigy | The Armor Value granted by pieces of Medium Armor you wear is increased 10%, and its movement penalty is reduced by 0.2 per piece. |
Starting |
Melee Weapon Prodigy | You gain a +10 bonus to Accuracy with melee weapons, and your damage bonus is 0.3 per point of Strength, instead of the standard 0.2. |
Starting |
Metagamer | You gain a +20 bonus to Metagaming checks, and your affinity to it is increased to 100%. |
Starting |
Mind in Pieces | You gain a +20 bonus to Puzzle Solving checks, and your affinity to it is increased to 100%. |
Starting |
Mind of a Maestro | You gain a +10 bonus to Entertain checks, and your affinities in Entertain and Artistry are increased to 100%. |
Starting |
Natural Healing | You gain a +10 bonus to Fortitude checks, and your affinities in Fortitude and Wound Closure are increased to 100%. |
Starting |
Natural Temptation | You gain a +10 bonus to Gambling checks, and your affinities in Gambling and Temptation are increased to 100%. |
Starting |
Naturally Fortified | You gain a +10 bonus to Fortitude checks, and your affinities in Fortitude and Poison Resist are increased to 100%. |
Starting |
Naturally Resistant: Air | Your soul refuses the power of Air magic. You are 100% Resistant to it, but cannot learn spells from it. |
Starting |
Naturally Resistant: Dark | Your soul refuses the power of Dark magic. You are 100% Resistant to it, but cannot learn spells from it. |
Starting |
Naturally Resistant: Death | Your soul refuses the power of Death magic. You are 100% Resistant to it, but cannot learn spells from it. |
Starting |
Naturally Resistant: Earth | Your soul refuses the power of Earth magic. You are 100% Resistant to it, but cannot learn spells from it. |
Starting |
Naturally Resistant: Fire | Your soul refuses the power of Fire magic. You are 100% Resistant to it, but cannot learn spells from it. |
Starting |
Naturally Resistant: Life | Your soul refuses the power of Life magic. You are 100% Resistant to it, but cannot learn spells from it. |
Starting |
Naturally Resistant: Light | Your soul refuses the power of Light magic. You are 100% Resistant to it, but cannot learn spells from it. |
Starting |
Naturally Resistant: Water | Your soul refuses the power of Water magic. You are 100% Resistant to it, but cannot learn spells from it. |
Starting |
Nothing Wasted | You gain a +10 bonus to Scavenging checks, and your affinity to it is increased to 100%. |
Starting |
Observant Eye | You gain a +10 bonus to Investigation checks, and your affinities in Investigation and Search are increased to 100%. |
Starting |
Painful Manipulation | You gain a +10 bonus to Instill Fear checks, and your affinities in Instill Fear and Torture are increased to 100%. |
Starting |
Patient Shooter | You gain a +10 bonus to Perception checks, and your affinities in Perception and Aimed Shot are increased to 100%. |
Starting |
Plant Guru | You gain a +20 bonus to Herb Lore checks, and your affinity to it is increased to 100%. |
Starting |
Poison Resistant | You take only half damage from all poison types (calculated after resistances). You gain a +10 bonus to checks made to resist or end poison-based effects. |
Starting |
Political Pundit | You gain a +10 bonus to Metagaming checks, and your affinities in Metagaming and Local Politics are increased to 100%. |
Starting |
Practiced Climber | You gain a +5 bonus to Athletics and Balance checks, and your affinities in Athletics, Balance, and Climbing are increased to 100%. |
Starting |
Practiced Tailor | You gain a +10 bonus to Tailoring checks, and your affinity to it is increased to 100%. |
Starting |
Professional Merchant | You gain a +20 bonus to Trade checks, and your affinity to it is increased to 100%. |
Starting |
Professional Silkworker | You gain a +5 bonus to Tailoring checks, and your affinities in Tailoring and Silkworking are increased to 100%. |
Starting |
Quick Recovery | When you receive healing of any type that restores Health, increase the amount received by 10%. |
Starting |
Quill in Hand | You gain a +10 bonus to Scribing checks, and your affinity to it is increased to 100%. |
Starting |
Ready Locksmith | You gain a +10 bonus to Thievery checks, and your affinities in Thievery and Lockpicking are increased to 100%. |
Starting |
Reinforced Mind | You gain a +10 bonus to Concentration checks, and your affinities in Concentration and Celerity are increased to 100%. |
Starting |
Relentless | Your stamina regenerates at double the normal rate. You only need half of the normal amount of sleep required. You gain a +50 bonus to defenses vs. attacks and effects that make you Helpless. |
Starting |
Revered Mason | You gain a +10 bonus to Construction checks, and your affinities in Construction and Masonry are increased to 100%. |
Starting |
Ropewalker | You gain a +20 bonus to Balance checks, and your affinity to it is increased to 100%. |
Starting |
Safe and Clean | You gain a +10 bonus to Healing checks, and your affinities in Healing and Hygiene are increased to 100%. |
Starting |
Second Personality | You gain a +10 bonus to Deception checks, and your affinities in Deception and Forgery are increased to 100%. |
Starting |
Seen not Heard | You gain a +10 bonus to Gather Information checks, and your affinities in Gather Information and Read Lips are increased to 100%. |
Starting |
Shield Basher | You gain a +10 bonus Accuracy checks when making a Shield Bash, and your affinity to it is increased to 100%. |
Starting |
Single Focus | When you attack a target that you attacked in your previous round, you gain a +10 bonus to Accuracy on attacks against that target. |
Starting |
Skyskipper | You gain a +10 bonus to Athletics checks, and your affinities in Athletics and Jumping are increased to 100%. |
Starting |
Small Blades Brute | Your affinity with Small Blades is increased to 100%, and you damage with Small Blades attacks is increased by 0.1 per your rank in it. |
Starting |
Small Blades Prodigy | Your affinity with Small Blades is increased to 100%, and you gain a +5 to Accuracy checks when making Small Blades attacks. |
Starting |
Somewhat Woke | You gain a +10 bonus to Intuition checks, and your affinities in Intuition and Perception are increased to 100%. |
Starting |
Spears Brute | Your affinity with Spears is increased to 100%, and you damage with Spears attacks is increased by 0.1 per your rank in it. |
Starting |
Spears Prodigy | Your affinity with Spears is increased to 100%, and you gain a +5 to Accuracy checks when making Spears attacks. |
Starting |
Stat Monster | You gain a +10 bonus to Metagaming checks, and your affinities in Metagaming and Monsters are increased to 100%. |
Starting |
Staves Brute | Your affinity with Staves is increased to 100%, and you damage with Staves attacks is increased by 0.1 per your rank in it. |
Starting |
Staves Prodigy | Your affinity with Staves is increased to 100%, and you gain a +5 to Accuracy checks when making Staves attacks. |
Starting |
Streetrat | You gain a +10 bonus to Survival checks, and your affinities in Survival and City Conditioning are increased to 100%. |
Starting |
Strong Athlete | You gain a +10 bonus to Athletics checks, and your affinity to it is increased to 100%. |
Starting |
Student of Theology | You gain a +10 bonus to Metagaming checks, and your affinities in Metagaming and Higher Powers are increased to 100%. |
Starting |
Superior Mind | You gain a +20 bonus to Concentration checks, and your affinity to it is increased to 100%. |
Starting |
Survivalist | You gain a +20 bonus to Survival checks, and your affinity to it is increased to 100%. |
Starting |
Swamp Dweller | You gain a +10 bonus to Survival checks, and your affinities in Survival and Marsh Conditioning are increased to 100%. |
Starting |
Swords Brute | Your affinity with Swordsmanship is increased to 100%, and you damage with Swordsmanship attacks is increased by 0.1 per your rank in it. |
Starting |
Swords Prodigy | Your affinity with Swordsmanship is increased to 100%, and you gain a +5 to Accuracy checks when making Swordsmanship attacks. |
Starting |
Tastemaker | You gain a +20 bonus to Cooking checks, and your affinity to it is increased to 100%. |
Starting |
The Great Thief | You gain a +20 bonus to Thievery checks, and your affinity to it is increased to 100%. |
Starting |
Throwing Master | You gain a +10 bonus to Fishing checks, and your affinities in Fishing and Throwing are increased to 100%. |
Starting |
Trapbreaker | You gain a +10 bonus to Traps checks, and your affinities in Traps and Trap Disarm are increased to 100%. |
Starting |
Trapmaker | You gain a +20 bonus to Traps checks, and your affinity to it is increased to 100%. |
Starting |
Tunnel Dweller | You gain a +20 bonus to Mining checks, and your affinity to it is increased to 100%. |
Starting |
Unarmed Combat Brute | Your affinity with Unarmed Combat is increased to 100%, and you damage with Unarmed Combat attacks is increased by 0.1 per your rank in it. |
Starting |
Unarmed Combat Prodigy | Your affinity with Unarmed Combat is increased to 100%, and you gain a +5 to Accuracy checks when making Unarmed Combat attacks. |
Starting |
Unseen Prodigy | You gain a +20 bonus to Stealth checks, and your affinity to it is increased to 100%. |
Starting |
Very Sneaky | You gain a +10 bonus to Stealth checks, and your affinities in Stealth and Sneaking are increased to 100%. |
Starting |
Water Magic Primalist | You gain a +25% efficiency bonus to Water Magic, and your resistance to it increases by 50% |
Starting |
Water Magic Prodigy | You gain a +50% efficiency bonus to Water Magic (if you are proficient in it) |
Starting |
Wiki Reader | You gain a +10 bonus to Metagaming checks, and your affinities in Metagaming and Geography are increased to 100%. |
Starting |
Wind Dancer | You gain a +10 bonus to Entertain checks, and your affinities in Entertain and Wind Instrument are increased to 100%. |
Starting |
Wrestling Champion | You gain a +10 bonus to Athletics checks, and your affinities in Athletics and Grappling are increased to 100%. |
Starting |
Name | description | Type |
---|---|---|
Awakening of Chaos | Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Chaos Magic, and know the spell Weak Chaotic Visage. |
Starting |
Awakening of the Blood | Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Blood Magic, in addition to your normal starting magic. You know the spell Siphon Life. |
Starting |
Awakening of the Eldritch | Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Eldritch Magic, in addition to your normal starting magic. You know the spell Cloud of El’tahf. |
Starting |
Awakening of the Mind | Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Mental Magic, in addition to your normal starting magic. You know the spell Fortress of Will. |
Starting |
Awakening of the Spirit | Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Spirit Magic, in addition to your normal starting magic. You know the spell Weak Inspiration. |
Starting |
Chaotic Awakening | Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Chaos Magic, and know the spell Weak Bands of Chrosis. |
Starting |
Eye of the Analyst | You see the world differently than others. You gain 25% Affinity in the Analyze skill. |
Starting |
Pathmaker of Magic | You sense the pathways of magic in the body, and can alter their purpose. You gain 25% Affinity in the Mana Manipulation skill. |
Starting |
Scion of Thought | Once per hour, as a Reaction, you can stop your current situation (Combat, Skill Challenge, or Roleplaying) to take a mental only action, such as a skill check. This action can not affect anything except your knowledge of the situation. |
Bonus |
Name | description | Type |
---|---|---|
Chaotic Coordination | Once per game, when you score a critical hit, you can choose to make it a normal hit and give one ally that can hear you a +25 bonus to their next Accuracy or Skill check, if made in the same encounter. |
Bonus |
Enabler of the Meidon | You receive a +5 bonus to Conversation checks with Sprites and Pixies |
Bonus |
Mist Village Loyalty | Your loyalty to the protection of the Mist Village will not go unnoticed. Once per game session, you may call upon the Mists to obscure your previous action. You may reroll a D100 that you just rolled. |
Bonus |
Summon The Mists | Once per game, as a Combat Action, you become invisible for 1 minute, or until take another combat action (whichever comes first) |
Bonus |
Name | description | Type |
---|---|---|
Almost Limitless | Your affinities work differently than natives of The Land. With practice and opportunity, you can become a master of skills. |
Bonus |
Dwarven Resilience | You gain a +10 to defenses and checks when resisting an effect that moves you or knocks you prone. |
Bonus |
Elven Grace | You gain a +5 to your Dodge Value. |
Bonus |
Elven Resilience | You gain a +10 to defenses and checks when resisting a magical effect or spell. |
Bonus |
Environmental Resilience | You gain a +10 to checks when resisting a negative environmental effect, such as heat exhaustion. |
Bonus |
Forest Speech | You can communicate with low intelligence animals on the most basic levels, receiving small glimpses of information about their recent activities. |
Bonus |
Gnomecraft | You gain a 0.2 bonus per your characterÕs level to Appraisal, Research, Scribing, and Jewelling. |
Bonus |
Keen Shooting | You gain a +5 to your Accuracy with Archery, and Archery damage is increased by +2 per hit. |
Bonus |
Keen Target | You gain a +5 to Accuracy when using any ranged weapon. |
Bonus |
Natural Movement | When wearing only Light Armor or No Armor, you gain a +5Õ bonus to movement speed. |
Bonus |
Natural Weapons | When making unarmed attacks, you gain a 0.1 bonus to damage per point of Strength. |
Bonus |
Solid Staff | You gain a +5 to Accuracy when using a Staff |
Bonus |
Sprite Imbue | You gain 100% proficiency in the Imbue Arrow skill, and begin with 1 Rank in it. |
Bonus |
Sturdy Shot | You gain a +5 to Accuracy when using a Crossbow |
Bonus |
Swift Blade | You gain a +5 to Accuracy when using Small Blades. |
Bonus |
Waterborne | You can breathe naturally in fresh water; and you have a swim speed equal to your movement speed. |
Bonus |
Woodcraft | You gain a 0.2 bonus per your characterÕs level to Fletching, Herb Lore, and Tailoring checks. |
Bonus |
Name | description | Type |
---|---|---|
Adaptive Ear | You can understand any language you hear, and can read any language you see in writing, with certain exceptions. It takes half the normal amount of Personal Time for you to learn a new language. |
Starting |
Census Taker | You gain a +10 bonus to City Conditioning, and your affinity in it is increased to 100%. Once per game, you may reroll any Conversation, Deception, Instill Fear, Investigation, or Perception check you dislike, but you must kep the second roll. |
Bonus |
Critical Aim | You gain a +10 to your Critical Bonus with ranged weapons. Additionally, your ranged weapon critical hits do triple damage. |
Starting |
Critical Caster | You gain a +10 to your Critical Bonus with spells. Additionally, your spell critical hits do triple damage on a spell that does damage, or the duration is tripled if the spell does not do damage. |
Starting |
Critical Striker | You gain a +10 to your Critical Bonus with melee weapons. Additionally, your melee weapon critical hits do triple damage. |
Starting |
Extreme Bookkeeping | You gain a +10 bonus to Administration Checks, and your affinity in it is increased to 100%. Once per gaming session, when you or an ally makes a Administration, Conversation, or Metagaming check and you dislike the roll, you may roll an Administration check and replace the result with your new check. |
Bonus |
Inquisitor | You gain a +10 bonus to Puzzle Solving, Investigation, Research, and Engineering checks. |
Bonus |
Mana Ocean | Your Mana Pool is based on 20 mana per Intelligence point, instead of the normal 10 mana per point. |
Starting |
Medical Training | You gain a +5 bonus to Healing skill checks. Your affinity in the Healing, Combat Medic and Anatomy is increased by 50%. |
Starting |
Overwhelming Stamina | Your Stamina Pool is based on 20 stamina per Endurance point, instead of the normal 10 stamina per point. |
Starting |
Pathmaker of Pain | You understand what is most precious to a creature’s physical existence, and can exploit it. You gain 100% Affinity in the Anatomy skill. |
Starting |
Strong Fortitude | You gain a +20 bonus to Fortitude checks, and your affinity to it is increased to 100%. |
Bonus |
Tracking Expert | You gain a +20 bonus to Tracking checks, and your Affinity in Tracking is increased by 50%. Additionally you do not have to slow your movement when tracking. |
Bonus |
Trouble Shooter | You gain a +10 bonus to the Puzzle Solving, Innuendo, and Code Breaking skills, and your affinity in the Code Breaking and Innuendo skills is increased by 50%. |
Bonus |
Unkillable | Your Health is based on 20 Health per Constitution point, instead of the normal 10 Health per point. |
Starting |
Wall Walker | You gain a climbing speed equal to your walking speed if your hands are free, and a +10 bonus to Climbing skill checks. Your affinity in the Climbing skill is raised to 100%. |
Bonus |
Name | description | Type |
---|---|---|
An Understanding of Self | You see the world differently than others. You gain 25% Affinity in the Self-Awareness skill. |
Bonus |
Armor Mobility | You do not suffer movement penalties from wearing armor, regardless of your skill level with the armor. |
Bonus |
Aura Sight | You spend a Combat action to activate Aura Sight. Until the start of your next turn, you can sense all magical auras within a 30Õ cone in front of you. This includes magical auras around invisible objects and hidden magical traps. Cooldown 1 Minute. |
Bonus |
Basic Magic Efficiency | You gain a +25% efficiency to spells of all basic types of magic. This is cumulative with any other bonuses you may have. |
Bonus |
Crowd Surfer | You gain a +20 bonus to Gather Information checks, and your affinity to it is increased to 100%. |
Bonus |
Innate Magic: Air | Air magic is as natural to you as thinking or breathing. You gain 100% Affinity in Air Magic in addition to your normal starting magic. You also know the spell Weak Haste. |
Starting |
Innate Magic: Dark | Dark magic is as natural to you as thinking or breathing. You gain 100% Affinity in Dark Magic in addition to your normal starting magic. You also gain the spell Nightvision. |
Starting |
Innate Magic: Death | Death magic is as natural to you as thinking or breathing. You gain 100% Affinity in Death Magic in addition to your normal starting magic. You also gain the spell Weak Bone Cage. |
Starting |
Innate Magic: Earth | Earth magic is as natural to you as thinking or breathing. You gain 100% Affinity in Earth Magic in addition to your normal starting magic. You also gain the spell Splash of Mud. |
Starting |
Innate Magic: Fire | Fire magic is as natural to you as thinking or breathing. You gain 100% Affinity in Fire Magic in addition to your normal starting magic. You also know the spell Weak Fire Shield. |
Starting |
Innate Magic: Life | Life magic is as natural to you as thinking or breathing. You gain 100% Affinity in Life Magic in addition to your normal starting magic. You also gain the spell Weak Banish Undead. |
Starting |
Innate Magic: Light | Light magic is as natural to you as thinking or breathing. You gain 100% Affinity in Light Magic in addition to your normal starting magic. You also gain the spell Far Light. |
Starting |
Innate Magic: Water | Water magic is as natural to you as thinking or breathing. You gain 100% Affinity in Water Magic in addition to your normal starting magic. You also gain the spell Weak Fog Cloud. |
Starting |
Lucky Caster | You gain a bonus to spell damage of 0.1 per point of your Luck score. |
Bonus |
Lucky Hitter | You gain a bonus to melee weapon damage of 0.1 per point of your Luck score. |
Bonus |
Lucky Shot | You gain a bonus to ranged weapon damage of 0.1 per point of your Luck score. |
Bonus |
Mana Fountain | Your Mana Pool regenerates at double the normal rate. |
Bonus |
Natural Diplomat | You gain a +10 bonus to Conversation, Deception, Innuendo, and Metagaming checks. Once per day, you can reroll one of these checks after you learned it failed. |
Bonus |
Quick Evasion | When you are targeted by an Area of Effect spell, you take no damage if it misses you, and only half damage if it hits you |
Bonus |
Two-Faced | You gain a +20 bonus to Deception checks, and your affinity to it is increased to 100%. |
Bonus |
Weapon Master: Axes | Axes are a tool of destruction in your hands. You gain 100% Affinity in Axes, and its subskills Axe Throwing, Cleave, and Downward Chop. |
Starting |
Weapon Master: Bows | A bow in your hand is a mortal threat to any you can see. You gain 100% Affinity in Archery, and its subskills Double Shot, Drill Shot, and Unbalancing Shot. |
Starting |
Weapon Master: Crossbows | Your skill makes a crossbow a instrument of death at range. You gain 100% Affinity in Crossbows, and its subskills Accurate Shot, Bleeding Shot, and Quick Load. |
Starting |
Weapon Master: Hammers | A Hammer is an extension of your body that is effortless to swing. You gain 100% Affinity in Hammer Wielding, and its subskills Crushing Blow, Knee Breaker, and Skull Knock. |
Starting |
Weapon Master: Small Blades | Your natural abilities with Small Blades make them deadly at any size. You gain 100% Affinity in Small Blades, and its subskills Blade Throwing, Improved Parry, and Twin Slice. |
Starting |
Weapon Master: Spears | Your understanding of Spears is direct and to the point. You gain 100% Affinity in Spears, and its subskills First Strike, Overextend, and Spear Throwing. |
Starting |
Weapon Master: Staves | In your hands, a simple piece of wood is a deadly weapon. You gain 100% Affinity in Staves, and its subskills Improved Trip, Multi-Hit, and Shaft Defense. |
Starting |
Weapon Master: Swords | Swordsmanship may be a trained skill, but you wield is if they were part of you. You gain 100% Affinity in Swordsmanship, and its subskills Dual Strike, Jagged Slash, and Sword Rebuke. |
Starting |
Weapon Master: Unarmed Combat | Your hands are as deadly as any weapon made of steel. You gain 100% Affinity in Unarmed Combat, and its subskills Bone Breaker, Pressure Points, and Unarmored Defense. |
Starting |
Name | description | Type |
---|---|---|
A Mind Built of Numbers | You see the patterns in chaos that only deities can see. You gain 25% Affinity in the Code Breaking skill. |
Bonus |
Acting Phenom | You gain a +10 bonus to Deception checks, and your affinities in Deception and Disguise are increased to 100%. |
Bonus |
Alchemy Prodigy | You gain a +5 bonus to Alchemy checks. Your Affinity in the Explosives and Poison Making skills is increased by 50%. |
Starting |
Amazing Balance | You gain a +10 bonus to Balance checks, and your affinity in the Tumble is increased by 50%. |
Bonus |
Ambidextrous | Your penalty to Dual Wielding is decreased by -10 on each hand, and your affinity to it is increased to 100%. |
Bonus |
Base Magic Resistance | You gain a 10% resistance to all of the eight basic types of magic. |
Starting |
Bleeding Resistant | You take only half damage from all bleeding statuses (calculated after resistances). You gain a +10 bonus to checks made to resist or end bleeding statuses. |
Bonus |
Charioteer | You gain a +10 bonus to Riding checks, and your affinities in Riding and Driving are increased to 100%. |
Bonus |
Comradery | You gain +20 to Diplomacy and Deception checks when dealing with those with a positive alignment towards you. |
Bonus |
Desert Nomad | You gain a +10 bonus to Survival checks, and your affinities in Survival and Desert Conditioning are increased to 100%. |
Bonus |
Directionally Proficient | You always know what direction you are facing, plus if you are ascending or descending (even in a dark tunnel). You also gain a +20 bonus to any check that relates to knowledge of your location. |
Bonus |
Double Power | You gain a +20 bonus to Concentration checks when Dual Casting, and your affinity to it is increased to 100%. |
Bonus |
Elegant Fletcher | You gain a +10 bonus to Fletching checks, and your affinity to it is increased to 100%. |
Bonus |
Escape Artist | You gain a +10 bonus to Balance checks, and your affinities in Balance and Escape are increased to 100%. |
Bonus |
Eye for Secrets | You gain a +10 bonus to Traps checks, and your affinities in Traps and Pierce the Veil are increased to 100%. |
Bonus |
Feel of Chaos | You sense sources of Chaos within 200 Yards. |
Bonus |
Final Mist | When your damage taken exceeds your Health, but you have not died, your body becomes a cloud of fine red mist that hovers in place. You gain total immunity to physical attacks, but can still be targeted by magical spells and effects. You gain a +25 bonus to Fortitude checks made when you are in this state, and all poison and disease effects on you end (and leave a nasty stain on the floor). |
Starting |
Great Performer | You gain a +20 bonus to Entertain checks, and your affinity to it is increased to 100%. |
Bonus |
Honorable | You Charisma is increased by 5, but your Critical Bonus for all attacks is reduced by 3. |
Bonus |
Internal Power | You gain a +10 bonus to Enchanting checks, and your affinity to it is increased to 100%. |
Bonus |
Lesser Gift of Tongues | You can speak and understand most languages you encounter, but will forget them within one hour of not using them. |
Starting |
Limited Telepathy | You can communicate with any creature you can see that has a language through a one-way psychic link. The target immediately understands who is talking to them. |
Starting |
Magic Combat Prodigy | You gain a +10 bonus to Accuracy with spell attacks, and your damage bonus is 0.3 per point of Wisdom, instead of the standard 0.2. |
Starting |
Mental Library | The number of spells you can learn is double the Intelligence score. |
Bonus |
Natural Fluidity | The bonus your Agility adds to your movement speed is doubled. You can move across non-solid surfaces (such as liquid) without sinking, but if you stop for any reason, you are adversely affected as per normal. |
Bonus |
Naturally Proficient | Many skills are as easy to you as breathing. You have 100% Affinity in all Common Skills. |
Starting |
Piscator | You gain a +20 bonus to Fishing checks, and your affinity to it is increased to 100%. |
Bonus |
Potent Conjurer | Creatures you summon are treated as if they are 5 levels higher than they would normally be, and have additional Health equal to 1/10th of your total Health. This bonus can supersede the creature’s normal maximum level. |
Bonus |
Ranged Weapon Prodigy | You gain a +10 bonus to Accuracy with ranged weapon attacks, and your damage bonus is 0.3 per point of Dexterity, instead of the standard 0.2. |
Starting |
Resolute | You have an innate +10 bonus to Mental and Spiritual Resistance |
Bonus |
Safe Landing | You gain a +10 bonus to Balance checks, and your affinities in Balance and Falling are increased to 100%. |
Bonus |
Shield Master | The Armor Value you gain from wearing a shield is doubled. As a Reaction, you can add your shield bonus to the Armor Bonus of an adjacent ally, if you can see the attacker. Your affinity with the Sheild and Shield Bash skills is increased by 50%. |
Bonus |
Spymaster | You gain a +10 bonus to Deception and Gather Information checks. Your affinity in Read Lips and Disguise is increased by 50%. |
Bonus |
Trap Prodigy | You gain a +10 bonus to Trap checks. You also gain 50% affinity in the Pierce the Veil and Trap Disarm skills. |
Bonus |
Very Observant | You gain a +10 bonus to the Investigation, Intuition, and Perception skills. Your Affinity in all three skills is increased to 100% |
Bonus |