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Abilities

Name, Description, Prerequisites
Alertness, +2 bonus on all intelligence checks, none
Ambidexterity, You may use a weapon in either hand without penalty; you may use Two Weapon Fighting without penalty, req: 15+ dexterity, Two Weapon Fighting
Antimage, your character gains +2 to his AC verses all spells, req: spell caster level 1+
Armor Proficiency (heavy) , You can now use armor with a –2 or higher penalty to speed, req: Armor proficiency (medium)
Armor Proficiency (medium) , You can now use armor with a –1 penalty to speed, req: Armor proficiency (light)
Armor Proficiency (light) , You can now use armor with no speed penalty, req: 8+ strength
Arterial Strike, if you hit with a sneak attack you may choose to forgo +1d6 points of sneak attack damage to deliver a wound that won't stop bleeding. Each wound so inflicted does an additional 1 point of damage per round; wounds from multiple arterial strikes are cumulative- that is two succesful arterial strikes do an additional 2 points of damage each round; any type of magical healing stops the bleeding, req: Base attack +4, sneak attack ability
Artificer, When you select this feat you must pick an item creation feat. You can create items of that fashion a quick manner halfing the time of creation, req:Any Item Creation Ability
Blind Shot, you may shoot an invisible character with a better chance of hitting; as such all attempts made to hit invisibile or unseen characters are increased by 50%, req: point blank shot, precise shot, dex 13+
Born to the Saddle , You gain a +1 to Attack rolls and your AC while mounted, req: Must be taken as a 1st level character
Brew Potion, You can create a potion of any spell 3rd level or lower that targets a character, you can also make healing and mana potions, cost 100gp per spell level or 250 for a healing or mana, req: spell caster level 3+
Brothers in Arms, your character gains a +1 attack bonus for each character with this ability attacking the same enemy, req: none
Cleave, If you deal at least 20+ damage in one attack, you may make an additional attack against that foe with a –2 penalty, req: 13+ strength and power attack
Combat Casting, When casting spells you may use the monks unarmed attack bonus table using your character level as the monks level, req: 12+ intelligence
Combat Reflexes, Once per combat may make a number of additional attacks in a round equal to ˝ of your dexterity modifier these attacks allow no bonuses to be used on them, req: none
Commanding Presence, If your opponent fails a Wisdom save DC(10 + your Charsima bonus)your opponent suffers a -2 to attack, damage, and AC; this ability may be used as a free action at the beginning of combat and only once per individual facing you, req: Cha 13+, Eyes of Fury, Fearsome Apperance
Craft Magic Arms and Armor, You can create any magic weapon, armor, or shield whose prerequisites you meet, these prerequisites will be told to you by a god if you ask him, the cost will also be assigned by the god, req: spell caster level 5+
Craft Rod, You can create any rod whose prerequisites you meet, these prerequisites will be told to you by a god if you ask him, the cost will also be assigned by the god, req: spell caster level 9+
Craft staff, You can create any staff whose prerequisites you meet, these prerequisites will be told to you by a god if you ask him, the cost will also be assigned by the god, req: spell caster level 12+
Craft wand, You can create any wand whose prerequisites you meet, these prerequisites will be told to you by a god if you ask him, the cost will also be assigned by the god, req: spell caster level 5+
Craft Wondrous Item, You can create any miscellaneous magic item whose prerequisites you meet, these prerequisites will be told to you by a god if you ask him, the cost will also be assigned by the god, req: spell caster level 3+
Critical Spell Strike, When you make an attack with a touch spell you deal +4 damage to your opponent, req: Spellcaster level 1+
` Deflect Arrows, Once per combat you may make a dexterity check with a difficulty of 17, if successful opponents next ranged attack misses must be declared before attack roll is made, req: 13+ dexterity and Improved unarmed strike
Dodge, +1 to AC may take this ability multiple times, req: 9+ dexterity
Elemental Adept, choose an element (fire, earth, wind, water) all spells with that desciptor (ie. Wall of Fire) deal an additional 2 damage, and are lengthend by 2 rounds if applicable, when cast by you this bonus stacks with that of Spell Focus, req: spellcaster level 1+ Empower Spell, All effects of a spell are multiplied by 1.5, spell cost is also 1.5 times normal, req: none
Endurance, +4 to all strength checks, req: none
Enlarge Spell, The spell you cast has double the normal targets costs twice as much mana, req: none
Exotic Weapon Proficiency (weapon), This ability allows a person to use any one exotic weapon, req: Base attack bonus +1 or higher
Expertise, may subtract X from attack roll to add X to AC for remainder of round, req: 9+ intelligence
Expert Tactician, You can make an extra attack against one foe who has been denied a dexterity bonus for any reason, req: Dex 13+, base attack bonus +2, Combat Reflexes
Extend Spell, You may cast a spell at twice the mana cost to have the spell double its duration, req: none
Eyes of Fury, your stern gaze causes any enemies who fail a Wisdom save DC(10 + your Charisma bonus) to become shaken, losing all their attacks that round, and any dexterity bonus they would have recieved, req: Charisma 13+
Far Shot, In the Ranged phase of combat may add 2 to your AC, req: Point Blank Shot
Fearsome Apperance, When you are first attacked by an enemy they must make a Wisdom Save DC(10 + your Charisma modifier) or have that attack automatically fail, this only works the first time they attack you, req: Cha 13+ Eyes of Fury
Finding the Secrets, Choose a creature that is immune to critical hits (Constructs [golems], elementals, oozes, plants or undead) your knowledge of their body types allows you to deal critical hits, and sneak attacks against them, req: Base attack bonus 9+, Improved Critical, Int 13+
Forge Ring, You can create any magic ring whose prerequisites you meet, these prerequisites will be told to you by a god if you ask him, the cost will also be assigned by the god, req: spell caster level 12+
Great Cleave, Your skill in cleaving reduces damage that needs to be done to 15, req: 13+ strength Power Attack, Cleave and a base attack bonus of +4 or greater
Great Fortitude, You gain a +2 to all constitution checks, req: none
Guardian, You may increase the AC of one of your allies by up to 3 this lowers your AC by the amount raised, req: none
Hammer and Anvil, When you both attack the same opponent you each gain a +2 to attack and damage against that opponent, req: The characters gaining the bonus must both have this feat and be fighting together
Inheritance, you gain an additional 200gp for character creation, req: must be taken at character creation, must provide history detailing inheritance, may be denied if story lacking
Improved Disarm, You can make three disarm attempts per combat with any weapon you have when you make a disarm attempt and fail opponent doesn’t get a chance to disarm you, req: 13+ intelligence and Expertise
Improved Initiative, Add 4 to all of your initiative rolls, req: none
Improved Unarmed Strike, When fighting unarmed you may use the damage a monk of your level would deal, req: none
Iron Touch of the Mountains, reduce the critical multiplier by 1 factor when your character takes damage. Thus an axe that normally does x3 now only does x2 to you, req: must be a dwarf, must be taken at 1st level
Iron Will, You gain a +2 to all wisdom checks, req: none
Irresistible Spell, Spells that allow saving throws have the checks increased by 10, spells cast like this cost 1.5 times as much, req: spellcaster level 7+, Maximize spell
Know your Enemy, After 3 rounds of fighting the same enemy, you gain a +2 bonus to attacks agains that enemy, req: Wis 13+, Patience
Legacy, you have a special weapon, skill, item, or spell that normal starting characters do not have, req: must be taken at 1st level, must provide history detailing legacy, may be denied if story found lacking
Lightning Reflexes, You gain a +2 on all dexterity checks, req: none
Lone Wolf, you gain a +1 to attack, damage, AC, and checks of any kind when fighting alone, req: none
Magical Affinity, you gain an additional 10 Mp, req: elf, gnome or half-elf, must be taken at 1st level
Martial Weapon Proficiency (weapon), You learn how to use a marital weapon ranged or melee, req: none
Maximize Spell, All variable, numeric effects of a spell are maximized so if it deals 1d4 damage you deal 4 damage the spell cost however is three times normal, req: none
Miser of Magic, when casting spells the MP cost is reduced by 1 to a minimum of 1, req: none
Mobility, During the Ranged phase of a battle your ac is +2, req: 13+ dexterity and dodge
Mounted Archery, You can use any ranged weapon while mounted, req: Mounted Combat
Mounted Combat, Once per combat while mounted may make an additional attack using you maximum base attack bonus, req: none
Patience, by attacking after your opponent when you would have attacked first you gain a +1 attack bonus in that round, req: Wis 13+
Point Blank Shot, When using a ranged weapon in the Melee phase of a battle add +1 to all attack and damage rolls, req: none
Power Attack, Once per combat you may choose to subtract a number from all melee attack rolls to add that same number to all melee damage rolls, req: 13+ strength
Precise Shot, Once per combat may make a “called shot” if the attack roll hits, its considered a critical hit, req: Point Blank Shot
Quick Draw, You can switch weapons freely instead of taking a round, req: Base attack bonus +1 or higher
Quicken Spell, You can cast two spells in a round each spell costing 1.5 times normal, req: none
Rapid Shot, You may make an additional attack in the Ranged attack phase if opponent does not have this ability he may not make the additional attack, req: Point Blank Shot and 13+ dexterity
Scribe Scroll, See mages, req: spell caster level 1+
Shield Proficiency, You may now use all shields, req: none
Shot on the Run, You may cause the ranged phase of a combat to be ignored for foes with out this ability i.e. You get to attack and they don’t cannot be used with Rapid Shot, req: Point Blank Shot, Mobility, Dodge, dexterity 13+
Simple Weapon Proficiency (weapon), You may now use a simple weapon of your choice, req: none
Spell Dodge, your charcter gains a +2 dodge bonus to his AC against touch spells, req: none
Spell Focus (spell), When casting that spell all attack rolls are +2 and the effect and duration is increased by 2, req: none
Spell Penetration, When casting a spell opponents bonus granted by non-magical armor is halved, req: none
Spirited Charge, Once per combat may make a charge attack, all damage done by your melee weapon is doubled for the remainder of that round, req: Mounted Combat and dexterity 13+
Stonebones, your character gains a +2 to AC and +1 hp per level, req: dwarf or gnome, must be taken at 1st level
Stunning Fist, As a monk of same level, req: 13+ dexterity improved unarmed attack 13+ wisdom base attack bonus of +8 or higher
Toughness, Gains +3 hit points, may take this feat multiple times, req: none
Two Weapon Fighting, A character may attack with two weapons as a ranger, however when making these attacks the first attack has a –2 penalty and the second a –4 penalty, req: none
Weapon Finesse (weapon), A character may use her dexterity bonus instead of her strength bonus for attack and damage rolls, req: none
Weapon Focus (weapon), When making attacks with a weapon of your choice your attack and damage rolls are +1, req: base attack bonus +2 or higher