Feats

Feats are any abilities or skills that require training or that are not naturally or intuitively learned by a race. They also include abilities that cannot be learned from Careers. All of the feats can be learned by anyone so long they have the prerequisites required and proper training by using camp and rest spots and have the Build Points to spend when leveling. Some feats may require other feats to obtain unless the Verse Master decides otherwise or if they are learned by other means than leveling. The Feats are divided between General Feats which are any feats that involve skills or social interactions and Combat Feats that are any skills that directly involve battle, weapons, armor, or spell casting. Archetype Feats provide more variety and specialized abilities that cannot be found anywhere else while Companion Feats can only be used with companions. Career Feats can be taken for specific careers to provide more abilities.

General Feats (4 BP)

Acrobat
Your character can use the Acrobatics skill instead for any Dexterity Save.

Adaptable
Your character is capable of adapting their skill sets to new situations using experience. While at any Rest Spot that can be used for leveling the Player can change what Skills, Knowledge, and Training they are considered Proficient in and switch any of the +3 bonuses to new skills.

Androgynous
Your character is adept at appearing androgynous and can confidently claim to be of any gender. Gain a +5 to Disguise to appear as any gender or as androgynous regardless of the clothing being worn.

Antique Expert
Your character is an expert on antiques and their worth. You have a +5 to Appraise antique items and ancient non-magical relics.

Appraiser
Prerequisite: Antique Expert

Your character is knowledgeable on a wide variety of ancient goods and artifacts and is able to identify items, where they come from, and how old they are simply by observing them. As such, they are able to use Appraise for Knowledge History or Xenosocial.

Arcane Expert
Your character is an expert on arcane and magical items. You have a +5 to Appraise magical items and artifacts.

Arcanist
Prerequisite: Arcane Expert

Your character is knowledgeable on a wide variety of magical goods and artifacts and are able to identify items, where they come from, and how old they are simply by observing them. As such, they are able to use Appraise for Knowledge Arcana.

Athletic
Your character is adept at physical athletics and gains a +3 to Athletics (Any).

Beggar
Prerequisite: Pout

Your character is adept at begging others for help or money. They gain a +5 to Wordsmith (Diplomacy) to beg others to help them with whatever they ask. If successful, they become friendly towards them and take pity on them and are willing to provide lodging, food, money, or valuable items. If it is unsuccessful, they become unfriendly towards them and shun them.

Body Language Reader
Your character is knowledgeable on normal body language and behavior gaining a +3 to Sense Motive against Bluffs to read their facial expressions and general body behavior, even if the target does not speak.

Book Worm
Your character is capable of researching topics effectively in libraries or books in general and finding the information they need with a +3 Investigate bonus to find out information from written sources.

Cry Baby
Your character is capable of crying at will causing those within hearing range to become Distracted with a successful +3 bonus to Wordsmith (Bluff) against Sense Motive checks. If successful, others will feel bad for you and will offer assistance or leave you alone finding you less suspicious. If unsuccessful, others will dislike you and pay more attention and become aggressive. This can be performed while moving and does not have to be directed at a single target.

Dark Dweller
Prerequisite: Night Eyes
Your character dwells in darkness and as a result can function even when blind. Any time they have the blind condition they automatically gain Blind Sense including when they have their eyes closed.

Decrypter
Your character is adept at deciphering encryptions, codes, and passwords. As such, they are capable of deciphering short-hand encryptions, codes, or hacking passwords with a +3 Insight bonus. The codes they can decipher must be a code of a language they already know. This cannot be used to decipher magical texts or translate other languages without a lexicon of the language.

Diviner
Prerequisite: Religious Expert

Your character is knowledgeable on a wide variety of divine and religious goods and artifacts and are able to identify items, where they come from, and how old they are simply by observing them. As such, they are able to use Appraise for Knowledge Divine.

Dramatic
Your character is capable of putting on a dramatic show and gains a +5 to Perform (Any) while putting on a performance to a crowd of onlookers which also Distracts anyone watching.

Encrypter
Your character is able to write in a personal short-hand encryption that only they can read for all their writings and personal notes. This can include spell books, scrolls, and personal diaries with a +3 to Scribe to do so. They can teach others this short-hand so they can read it but otherwise it is illegible to others even if they can read magic. It is not a new language but only a code that they write in and therefore is immune to magical effects.

Exotic Expert
Your character is an expert on exotic items found on other worlds or from space such as alien technology or rocks from other planets or asteroids. You have a +5 to Appraise exotic or otherworldly items.

Exoticist
Prerequisite: Exotic Expert
Your character is knowledgeable on a wide variety of exotic goods and artifacts from other worlds and are able to identify them, know where they come from, and how old they are simply by observing them. As such, you are able to use Appraise for Knowledge Cosmic.

Fast Talker
Your character can babble on in a conversation so much that they cause whoever they are speaking to, to become Distracted with a successful Wordsmith (Bluff) check against their Sense Motive. If unsuccessful, they will ignore them and avoid speaking with them and can potentially become hostile or unfriendly towards them.

Feint Faint
Your character is capable of mimicking fainting and appearing to be prone. With a successful Perform (Act) check with a +3 bonus against Sense Motive, those within viewing range believe they have fainted and believe they are Prone. This can also be used to pretend to have been knocked out by nonlethal blows. This can be used either as a Distraction or to gain an Attack of Opportunity against an approaching enemy, catching them off-guard.

Flexible
Your character is flexible and gains a +3 to Acrobatics.

Flirty
Prerequisite: Smooth Talker

Your character is capable of flirting with others so effectively that they become Preoccupied by them and become willing to perform actions they normally wouldn’t, such as willingly become bound or to become unarmored and unarmed or allowing them passage in restricted areas. They gain a +5 to Wordsmith (Flirt) to do so against Sense Motive. This only works on those that can be attracted to them. If unsuccessful, the targets become unfavorable and possibly hostile towards them.

Forgettable
Interactions with your character are so confusing that if they were in Stealth before interacting with a target creature then that creature cannot remember physical details about them due to their physical aspects being obscured.

Fortunetelling
Your character is capable of performing fake fortunetelling using tarot cards with a Perform (Act) with a +3 bonus. While performing a reading, those taking the reading are considered Preoccupied. The entire performance takes about 5 minutes and depending on how successful the Performance is dictates on how accurate and rewarding it was for those involved. Readings can be done to distract victims or to make money professionally.

Gossiper
Your character can make up gossip about others or events by using Wordsmith (Bluff) with a +3 bonus. If successful, targets may start to question others or distrust them. They may also become curious about gossiped events and investigate. If unsuccessful, they may mistrust your character or lack interest in things they say.

Hold Breath
Your character is capable of holding their breath longer than usual. The time it takes for them to have to make a Constitution Save is twice as long as normal and they gain a +5 to their Constitution against passing out.

Hide In Plain Sight
Prerequisite: Out of Sight

Your character is so adept at Stealth that they can now use it even when being viewed in plain sight so long there is something within reach of them that is either one size category larger than them or that can provide concealment such as another creature, bushes, or a pillar. If light settings are lower than normal light settings then they can do this even if there is nothing within reach of them as they dart into the shadows.

Impersonator
Prerequisite: Androgynous, Race Swap, and/or Mimic
Your character is capable of replicating any race or person, real or fictional, with enough time and preparation. What they are mimicking does not have to be of the same racial or size categories as them but the disguise will not be convincing if they do so. However, the disguise will still hide their identity. They gain a +5 to Disguise to pull this off and must have access to a Disguise Kit or equivalent materials.

Lock Picker
Your character is adept at picking locks. They gain a +5 to Precision for lock picking manual locks. If unsuccessful, any tools used while attempting to lock pick breaks.

Market Expert
Your character is an expert on items that are currently on the market and current technology. They have a +5 to Appraise on current-market items and artifacts.

Mimic
Your character is adept at appearing as someone else and gains a +3 to Disguise to appear as another person. The person they are mimicking must be the same size and race category as then and they must be familiar with their mannerisms and speech for it to be convincing.

Modernist
Prerequisite: Market Expert

Your character is knowledgeable on a wide variety of modern goods and artifacts and are able to identify items, where they come from, and how new they are simply by observing them. As such, they are able to use Appraise for Knowledge Common or Technology.

Naturalist
Prerequisite: Nature Expert
Your character is knowledgeable on a wide variety of natural goods and organisms and are able to identify items, where they come from, and how old they are simply by observing them, even if the target is dead. As such, they are able to use Appraise for Knowledge Nature.

Nature Expert
Your character is an expert on natural materials (such as bones, pelts, or minerals) and fauna (plants and fungus). They have a +5 to Appraise natural organisms and minerals.

Night Eyes
Your character spends so much time in the darkness that their vision and senses have adapted to it. As a result, they gain Low Light Vision. If they already have Low-Light vision then they gain Dark Vision instead. If they already have Dark Vision then they gain Blind Sense. This can be taken more than once and does stack.

Night Stalker
Prerequisite: Tracker

Your character is adept at stalking prey in the dark. When using Stealth in dim-light, they gain a +3 to Stealth and an additional +1 for every step darker.

Out of Sight
Prerequisite: Stealthy

All movement the your character makes is muffled and their footfalls are silent. So long they remain out of the Field of View of a target, they are considered to be in Stealth to that target making all of their attacks a Sneak Attack even if the target is not flat-footed and even if the target is aware of them.

Pat Down
Your character is adept at searching people for hidden and/or stolen goods gaining a +5 to Investigate to find them.

Perceptive
Your character is overly analytical gaining a +3 Perception (All) bonus to noticing the fine details and specific or important information.

Pity Party
Prerequisite: Cry Baby
Your character is capable of throwing a tantrum to get their way. They gain a +5 to Perform (Act) to do so against Sense Motive. If successful, others will do whatever they ask even leaving you alone or giving you whatever you want to appease you. If unsuccessful, they will become unfriendly and won’t tolerate you and even become hostile towards you.

Play Possum
Prerequisite: Feint Faint
Your character is capable of playing dead, making enemies believe they are a corpse to ignore you with a successful Perform (Act) with a +5 bonus check against Sense Motive. This can be used to fake death when taking lethal damage as well. If successful, they are granted an Attack of Opportunity against targets passing by. Faking death in public causes those around them to become Preoccupied.

Pout
Your character is adept at pouting making others more willing to assist them. Doing so requires Wordsmith (Bluff) check with a +3 bonus against Sense Motive. If successful, others pity them and become friendlier towards them. If it fails, they become more unfriendly towards them and less willing to help them.

Quiet Type
Your character is so quiet that others willfully provide them with information. If successful, others are either intimidated by their quiet stares via Wordsmith (Intimidate) or find their quietness approachable as a wall to talk to via Wordsmith (Diplomacy). Your character is granted a +3 bonus to their Wordsmith during these situations against Sense Motive. If unsuccessful, others become suspicious and unfavorable towards them.

Race Swap
Your character is adept at appearing as other races and gain a +3 to Disguise to appear as a different race. The race they are mimicking must be within the same categories as them in shape and size. To pull this off, they must have access to a Disguise Kit or equivalent materials.

Religious Expert
Your character is an expert on divine and religious items. They have a +5 to Appraise divine items and artifacts.

Rumor Mill
Prerequisite: Gossiper
Your character is capable of spreading rumors and gossip about events or other people. Doing so successfully with Wordsmith (Bluff) makes the targets unfriendly towards those being gossiped about or spreads false information causing them to be misinformed and misled about topics. If unsuccessful, they distrust your character and view them as a liar and may start to avoid or even attack them. They have a +5 to Wordsmith (Bluff) to spread these rumors.

Sarcastic
When your character speaks they are sarcastic making it difficult for people to know if they are telling the truth or not but they remain friendly towards them and they don’t become suspicious even if they are lying. They are also capable of telling the truth without others being suspicious and without it being known they are stating the truth. They gain a +3 to Wordsmith (Bluff) against Sense Motive checks to find out the truth.

Self Taught
The Character self taught themselves their feats and as a result is capable of making Training Manuals for any Feat they know. In order to do so they must make a Craft (Manual) DC of 20. If they fail then the manual is incoherent and cannot be used to learn the feat from. If successful, then they successfully write out detailed instructions into a Training Manual that allows other creatures to self teach themselves the one Feat included in it. In order for the creature to properly read the manual they must make an Intelligence DC of 20 and be able to read the language it is written in. The creature must meet all prerequisites to learn the feat even if they successfully overcome the DC to learn it.

Scribe
Your character can write faster than the average person and do not need to look at what they are writing in order to do so accurately making them adept at chronicling and scribing. They can also write while on the move and do not need to stop and concentrate to write and therefore are not considered Distracted or Preoccupied while writing.

Sleight of Hand
Your character is adept at pick-pocketing from those who are Distracted or Preoccupied gaining a +3 to Precision to steal from them without them noticing.

Smooth Talker
Your character is capable of swindling people into providing information or offering better deals by smooth talking and flattering them using Wordsmith (Flirt) with a +3 bonus against Sense Motive.

Smuggler
Your character is adept at hiding stolen goods or items on them gaining a +5 to Disguise in order to keep them concealed when being searched during investigations.

Speed Reader
Prerequisite: Book Worm

Your character is adept at reading and can read through entire books in a matter of minutes. This makes them extremely capable at finding information they need quickly granting you a +5 Investigate bonus to finding out information from written sources.

Stealthy
Your character is adept at being stealthy and can move at full speed while using Stealth.

Stealthy Steal
Prerequisite: Sleight of Hand

Your character is capable of pick-pocketing from others even if they are not Distracted or Preoccupied by using Stealth instead of Precision.

Teacher
The Character can teach another creature any Spell or Feat that the Character is aware of. The creature must overcome a DC for each and must meet all prerequisites including having access to the spell’s SAL. Teaching a creature lasts for 1 hour per Spell or Feat that is taught and must be done in a Rest Spot. In order for a creature to learn a Feat they must make an Intelligence DC of 20. In order for a creature to learn a Spell they must make an Intelligence DC of 20 or Cantrips, DC 25 for Common, DC 30 for Uncommon, DC 35 for Abnormal, DC 40 for Rare and DC 45 for Very Rare.

Tracker
Your character is capable of tracking creatures down using trails and footprints. They gain a +5 to Survival for tracking enemies or hunting animals to find food.

Unreadable
Prerequisite: Quiet Type
Your character are capable of keeping bearing in any situation gaining a +5 to Wordsmith (Diplomacy) to hide emotions and making others believing anything they say or Wordsmith (Intimidate) to not question their orders even if they normally wouldn’t. Also, Intimidate or Diplomacy can be used for Bluff instead. This can also be used to counter interrogations without invoking suspicion or to avoid questions without telling lies or the truth.

Untraceable
Prerequisites: Out of Sight, Forgettable

Your character leaves no trails behind them. Once they are out of sight for an hour from targets that have reported any suspicious activity or called for help then any law enforcement searches and bounties placed on them will automatically end as all Survival Checks made to find them fail.

Ventriloquist
Your character is capable of making sounds appear to come from other locations by mimicking people or animals without moving their mouth. Doing so requires Wordsmith (Bluff) with a +3 against Sense Motive. If successful, it causes those who believe it to become Distracted and may investigate the sound.

Well Read
Your character has read so many books that they are capable of using Insight for any one chosen Knowledge Check instead. This can be taken multiple times for a different Knowledge.

Combat Feats (4 BP)

Artful Dodger
Your character is able to move nimbly around the battlefield making them a difficult target. Gain a +1 bonus to their Physical and Spell Dodge. This may be taken more than once and does stack.

Catch Arrow
While your Character is in the Defensive Stance and is not Engaged In Combat and is not Distracted, they are capable of catching a single arrow or Thrown weapon or item that targets them or an adjacent space as a Move Action. The hand that catches the projectile must be free and unrestrained. The character can use the projectile immediately if applicable as a Swift or Standard Action.

Cleave
Make an additional melee attack against an adjacent target if the first hit is successful. This can be taken more than once to attack additional adjacent targets.

Come Here
When using a weapon that has the Grapple condition from a distance then once Grappled, perform an opposing Strength Check against them to pull the target towards you.

Counter Attack
While in the Defensive Stance and an opponent makes a successful hit against you, you are granted an Attack of Opportunity against the opponent.

Cunning Mind
Your character’s Intellect Save gains a +2 bonus. This can only be taken once.

Dual Caster
Your character can cast two different spells at the same time for each arm available with a -2 penalty to accuracy when attacking. Only spells that can be made into wands can be dual cast.

Dual Wielder
Your character can dual wield two one-handed weapons at the same time for each arm available. When attacking, the Attack is based off of their Training in Dual instead of One Handed. The damage dealt by each weapon is rolled at the same time and bonuses are added once to the total.

Falling Expert
After falling, your character can make a Dexterity Save (DC is half the falling distance rounded up to the nearest whole number) and if successful, take only half of the fall damage they normally would take.

Flurry of Blows
As a Full Round Action, make multiple attacks using all Natural Attacks or finessed melee weapon attacks available to your character subtracting an accumulated -2 penalty for each attack added on after the first attack. All successful hits are rolled together for damage calculation and all bonuses are added only once.

Greater Fortitude
Your character’s Constitution Save gains a +2 bonus. This can only be taken once.

Hardened Heart
You character’s Empathy Save gains a +2 bonus. This can only be taken once.

Improved Bull Rush
The distance that a bull rush pushes a target increases by 5 feet. This can be take more than once and does stack, maxing out at the remaining amount of movement speed of the grappler.

Improved Charge
When attempting a charge, the penalty to attack increases by -1 but the bonus to damage increases by +1. This bonus can be chosen to be used but is not required once taken. This can be taken more than once and does stack.

Improved Combat Defenses
Your characters CMD gains a +1 bonus against all CMB attacks. This can be taken more than once and does stack.

Improved Combat Maneuvers
All CMBs performed by the character gain a +1 bonus. This can be taken more than once and does stack.

Improved Critical
Increase the Critical Range of weapons your character is proficient or trained in by one step. This may be taken more than once and does stack.

Improved Dirty Trick
The duration that dirty trick lasts on a target increases by 1 round. This can be taken more than once and does stack.

Improved Disarm
After a successful disarm against an opponent, attempting to pick up the fallen object does not provoke an Attack of Opportunity.

Improved Dodge
When making a Dodge attempt against an attack, your character takes no damage instead of half damage if the Dexterity Save is successful and half damage if they fail.

Improved Drag
When dragging a target, allies gain an Attack of Opportunity against the target when passing through their threatened range.

Improved Evade
When making an Evade attempt against an Attack of Opportunity that fails, your character does not have to stop moving if the Dexterity Save for half damage is successful.

Improved Grapple
Attempting to grapple a target no longer provokes an Attack of Opportunity from enemies.

Improved Initiative
Your character’s Initiative gains a +4 bonus. This can only be taken once.

Improved Move
While moving a grappled target, the speed at which your character can move the target increases by 5 feet. This can be taken more than once and does stack, maxing out at the movement speed of the grappler.

Improved Parry
When your character successfully blocks an attack with parry, the character and all allies adjacent to the enemy gain an Attack of Opportunity against the enemy.

Improved Reposition
When repositioning a target, adjacent allies are granted an Attack of Opportunity against the target.

Improved Slam
After a successful slam against an enemy, the duration the target remains Prone increases by 1 round. This can be taken more than once and does stack.

Improved Sneak Attack
When your character fails a Sneak Attack, it no longer provokes an Attack of Opportunity but still alerts the target of their presence.

Improved Tie Up
The DC required to break free from a successful Tie Up combat maneuver from your character gains a +1 bonus. This can be taken more than once and does stack.

Improved Trip
The duration that a target is knocked prone after a successful trip by your character increases by 1 round. This can be taken more than once and does stack.

Iron Will
Your character’s Sanity Save gains a +2 bonus. This can only be taken once.

Jump Attack
As a Full Round Action, your character can jump at a target and perform a single attack at it with a -2 to accuracy. If successful, they gain a +2 bonus to damage. This can also be used if jumping from a ledge or high ground.

Knock Out
Once your character has an opponent Grappled, they can knock them out using a chock hold. The target must be within one size category of the character to do so. This is done by performing a Strength Check against the target’s Constitution. If successful, it knocks them out leaving them Helpless for 1d4 rounds in combat or 1d4 minutes outside of combat.

Lightning Reflexes
Your character’s Dexterity Save gains a +2 bonus. This can only be taken once.

Natural Finesse
Your character has high finesse and is skilled at using their Natural Attacks creatively. As a result, they can use Dexterity when making an Attack with an Unarmed weapon or Natural Attack instead of Strength.

Nonlethal Blows
Your character is skilled at using their attacks to deal nonlethal damage to enemies when attacking instead of lethal including Fatal weapon traits. This applies to melee, unarmed, ranged, thrown, and magic damage.

Quick Attack
Your character is quicker in combat, gaining the ability to sacrifice all other actions in a turn to make an extra attack.

Quick Charge
Your character is able to draw on Mana more efficiently, gaining the ability to draw an extra 10 Mana per round. This may be taken more than once and does stack.

Ranged Melee
Your character can use their ranged weapons (not its ammo) as a melee weapon when in close quarters combat. Although armed, they can perform an Unarmed Strike against them dealing 1d4 + Strength bludgeoning damage.

Rapid Shot
Your character can make an additional ranged or spell attack against an enemy adjacent to the first target that was successfully hit. This can be taken more than once to hit additional adjacent targets.

Shield Bash
Your character can bash an enemy by performing a melee attack with their shield while in the Defensive Stance dealing 1d4 + Strength bludgeoning damage.

Shielded Run
Your character holds up their shield while running to provide a +2 to their Physical Resistance against Attacks of Opportunity.

Shot On the Run
Your character can perform available Standard Actions with an Attack while moving with a -2 accuracy penalty.

Spin Attack
As a Full Round Action, your character spins in a circle hitting all targets within range with a +2 to your attack roll to hit them. This can be conducted with melee, martial, improvised, spell, or ranged weapons and attacks. A single attack is made against all adjacent targets and the attack goes against each targets Physical or Spell Dodge.

Spring Attack
As a Full Round Action, your character springs up at a target from a crouched position with a -1 to accuracy. If successful, they gain a +1 to damage. This can be used if attacking targets with +1 Ascension over your character as well from high ground or flight.

Swift Attack
Prerequisite: Quick Attack

Your character has become surprisingly quick in combat, gaining the ability to sacrifice their Swift action in a turn to make an extra attack.

Swole
Your character’s Strength Save gains a +2 bonus. This can only be taken once.

Unarmored Defense
As long as your character is not wearing armor or shields they gain a +5 to Physical and Spell Dodge. This feat can be taken more than once and does stack.

Vital Strike
Your character knows pressure points and where vital organs are on their enemies. With a -2 to their Attack roll, they can strike a vital pressure point on their enemy which if successful, makes the attack deal critical damage.

Weapon Proficiency
Your character can chose one Weapon Training category to become proficient in gaining the Trained Bonus to it. If already trained in that weapon then the character gains a +1 bonus to it instead. While wielding the weapon they are proficient in, they gain a bonus to their Dodge equal to the bonus they have from this feat to use the weapon to block attacks with. This can be taken more than once and does stack.

Companion Feats (4 BP)

Distract
The Companion performs a distracting action that makes targets within range that gives the target the Distracted condition. The target must make a Sanity Save against the Companion’s Perform Skill. If successful, the distraction is ineffective and nothing happens.

Sentry
The Companion can keep watch and give a warning sign either as a verbal call or a specific action they perform that alerts characters within range of a threat.

Trick
The Companion can perform one applicable Combat Maneuver or Combat Action depending on the abilities and limitations of the creature with the Verse Master’s discretion which can be performed on the Player’s Character turn as a Swift Action as the Character gives the Companion a single command.

Archetype Feats (4 BP)

Barbarian Rage
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. While in Rage, the Character gains a bonus to their melee Attack and CMB equal to their level and a negative to their Dodge equal to their level.

Barbarian Might
Prerequisite: Barbarian Rage
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. While activated, the Character gains a bonus to their Strength Save equal to their level and all non-critical melee damage has one additional die added at calculation.

Barbarian Brutality
Prerequisite: Barbarian Might
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. While activated, all melee Critical damage dealt by the player is increased by one multiplier causing x2 to become x3 and so on.

Channel State
As a Standard Action the Character can activate their Channeling State which lasts for 1 round per level. During this state, the Character can either cast spells using their Health Pool as if they had a Bloodline of Hematurgy or cast spells using their Mana Pool but without any Mana or Emotional Affinities including any natural bloodlines they may have. Switching between the Health or Mana casting requires a Swift Action.

Channel Pools
Prerequisite: Channel State
As a Standard Action the Character can decrease their Health Pool and increase their Mana Pool by the same amount or they can decrease their Mana Pool and increase their Health Pool by the same amount.

Channel Energy
Prerequisite: Channel Pools
As a Standard Action the Character can decrease a target’s Health Pool and increase another target’s Mana Pool by the same amount or they can decrease a target’s Mana Pool and increase another target’s Health Pool by the same amount. This can only be used on targets that have a Health Pool or Mana Pool. This can be be used on any target within Long casting distance.

Empath’s Pool
The Character calculates their Mana Pool using their Empathy Score instead of their Sanity Score. If the Character already has a Mana Pool using Sanity then the Empathy Score is used for all new levels gained from the point of gaining this feat.

Empath’s Heart
Prerequisite: Empath’s Pool
The Character gains a natural Emotion Affinity bloodline of their choosing by opening their heart to their higher selves. The new bloodline cannot be one the character already naturally possesses.

Empath’s Embrace
Prerequisite: Empath’s Heart
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. The Character gains a bonus to their Empathy equal to their level.

Sorcerer’s Blood
The Character gains a natural Mana Affinity bloodline of their choosing by awakening a dormant mystical power within them. The new bloodline cannot be one the character already naturally possesses.

Sorcerer’s Power
Prerequisite: Sorcerer’s Blood
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. The Character gains a bonus to their Sanity equal to their level.

Sorcerer Supreme
Prerequisite: Sorcerer’s Power
The Character can turn into an Elemental of their chosen Sorcerer bloodline as per the spell Mana Body. This can be activated up to a number of rounds equal to the Character’s level once a day and the rounds do not have to be used consecutively.

Rogue Disable
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. The Character gains a bonus to Precision equal to their level.

Rogue Step
Prerequisite: Rogue Disable
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. The Character gains a bonus to their Dexterity Save and their Stealth equal to their level.

Rogue Assassin
Prerequisite: Rogue Step
While your character is in Stealth against a target they can perform Study Target for one round. After doing so, they can perform an assassination attempt against them with one attack so long as they remain in Stealth for the duration of the Study Target and assassination attempt. While they are performing Study Target, the target is granted a single Perception check of their choice against them to notice the Rogue watching. If they fail, the Study Target is successful. If they succeed, they are immune to the assassination attempt for 24 hours. When the Character makes the assassination attempt, the target receives a single Constitution Save against the attack. If the Constitution Save is successful then the target takes Sneak Attack damage instead. However, if they fail their Save then they are instantly killed. If inflicting nonlethal damage, they are instantly knocked out for 8 hours or unless they are woken up. This can only be performed once a day on a single target, whether it is successful or not.

Ranger’s Hunt
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. The Character gains a bonus to Survival equal to their level.

Ranger’s Aim
Prerequisite: Ranger’s Hunt
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. The Character gains a bonus to their range Attack and ranged CMB equal to their level and a negative to their Dodge equal to their level.

Ranger’s Favor
Prerequisite: Ranger’s Aim
The Character chooses one terrain type or one creature type and once chosen this cannot be changed. While in the chosen terrain the Character cannot become flat footed and is immune to natural terrain effects. While in combat with the chosen creature type the Character cannot be flat footed against them and all non-critical damage dealt to them has one additional die added at calculation.

Monk’s Technique
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. The Character gains a bonus to their unarmed Attack equal to their level.

Monk’s Maneuvers
Prerequisite: Monk’s Technique
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. The Character gains a bonus to their CMB and CMD equal to their level.

Monk’s Resolve
Prerequisite: Monk’s Defense
This feat can be activated as a Standard Action and lasts for a number of rounds equal to the Character’s level. The Character gains a bonus to their Constitution equal to their level.

Paladin’s Oath
The Character takes an oath that dedicates them to a single deity that the Verse Master approves of. They must maintain Purity to their deity and otherwise lose all Paladin abilities. As a Standard Action, the Character may summon a single Weapon or Armor piece that only they can wield. The statistics for the item are equal to their base stats including any and all properties. In addition, the weapon or armor has Returning to the owner and the weapon deals an additional 1SD worth of Divine damage on top of their base damage and the armor provides an additional 1SD worth of Divine protection to their Physical and Spell Reduction when receiving damage. This does not cost any Mana and the SD cannot be increased by using more mana. The weapon or armor is summoned for one round per level a day and does not have to be consecutive. The Character can only summon the weapon or armor if their Purity is higher than their Corruption.

Paladin’s Hands
Prerequisite: Paladin’s Oath
As a Standard Action the Paladin can attempt to touch a target creature and can either heal them by 1SD or damage them by 1SD. This can also be used against target objects to either mend them by 1SD or damage them by 1SD. This does not cost any Mana and the SD cannot be increased by using more mana. The Character can only use this ability a number of times a day equal to their level and can only be used if the Character’s Purity is higher than their Corruption.

Paladin’s Smite
Prerequisite: Paladin’s Hands
As a Standard Action the Paladin can make a single attack with their Paladin’s Oath weapon that automatically succeeds on the attack roll. If the attack was made outside of their turn then they lose a Standard Action on their turn Alternatively, as a Standard Action, the Paladin can perfectly resist a single attack made against them while wearing their Paladin’s Oath weapon. If the attack was resisted outside of their turn, then they lose one Standard Action on their turn. The Character can only use this ability a number of times a day equal to their level and can only be used if the Character’s Purity is higher than their Corruption.

Career Feats (2 BP)

Fast Travel
Prerequisite: Adventurer
This feat can be activated as a Standard Action. The Character and their party can instantly travel to any location they are capable of freely traveling to while on a journey. Doing so fatigues all characters traveling this way and no experience is gained from the travel. The Verse Master determines any and all events that may or may not have happened during the travel.

Star Signature
Prerequisite: Athlete
This feat can be activated as a Standard Action. The Character can sign any item with their signature instantly increasing its value by x100 if sold to a fan of their team.

Faithful Tune
Prerequisite: Bard
This feat can be activated as a Standard Action. The Character can summon their Bardic Performance Tool in perfect condition regardless of distance and even if the Tool has been destroyed.

Traveling Forge
Prerequisite: Blacksmith
This feat can be activated as a Standard Action. The Character has constant access to a forge that always appears exactly when and where they need it regardless of where they are at.

Paparazzi!
Prerequisite: Celebrity
This feat can be activated as a Standard Action. The Character instantly changes into their Commoner Outfit, allowing them to make a Disguise Check to blend in with any group of people around them to evade attention.

Dinner and a Show
Prerequisite: Chef
This feat can be activated as a Standard Action. The Character instantly cooks up a single meal enough for one in an elaborate display of skill.

Makeup Break
Prerequisite: Courtesan
This feat can be activated as a Standard Action. The Character changes into their Courtesan Outfit by applying their makeup and causing a puff cloud of powder that instantly evaporates.

Position of Authority
Prerequisite: Detective
This feat can be activated as a Standard Action. The badge that the Character flashes will always be a relevant form of authority to whoever they show it to and they always have access to their badge regardless of where they are located or what they are doing.

Drink, Please
Prerequisite: Gambler
This feat can be activated as a Standard Action. While the Character is playing a game or in the middle of making a bet, they can waive their hand in the air to summon a waitress who will bring them a single glass to drink then vanish out of site. This can be done regardless of where the Character is at so long they are gambling.

Fateful Encounters
Prerequisite: Intern
This feat can be activated as a Standard Action. Whenever the Character is on a quest or journey for a specific person or object, they always accidentally bump into the intended target and are knocked prone when they finally find them.

I’m a Doctor!
Prerequisite: Medic
This feat can be activated as a Standard Action. Whenever the Character observes someone in need or whenever someone in need calls out for a Medic the Character suddenly changes into their Medic Outfit and has sudden access to all their Medic Tools.

Well, Actually
Prerequisite: Scientist
This feat can be activated as a Standard Action. Whenever the Character hears misinformation on something they have a Knowledge with ranks in they suddenly change into their Scientist Outfit and suddenly have documentation that provides the truth available.

Welcome Customer!
Prerequisite: Merchant
This feat can be activated as a Standard Action. Whenever the Character has a potential client agree to look at their wares, they suddenly have a booth or open coat that perfectly displays all relevant items to them.

Holy and Pure
Prerequisite: Priest
This feat can be activated as a Standard Action. Whenever the Character professes their innocence a halo appears over their head.

Scene Skip
Prerequisite: Sage
This feat can be activated as a Standard Action. The Character can skip any conversation by proclaiming “Skip.” The character being spoken to has memory of the conversation as normal and believes that the conversation happened but the Character does not.

I’ve Seen Worse
Prerequisite: Soldier
This feat can be activated as a Standard Action. The Character can fall asleep regardless of where they are and the conditions they are in so long they are not prevented from sleeping by magical sources.

No I Didn’t
Prerequisite: Thief
This feat can be activated as a Standard Action. Whenever the Character is caught stealing an item and forfeits the attempt and denies stealing it then the item immediately returns to its original location regardless of distance.

Transformation Dance
Prerequisite: Vigilante
This feat can be activated as a Standard Action. The Character changes their persona including the outfit they are wearing through magical means while dancing.