Sir October Daye (
errantdetective) wrote2017-10-30 10:24 pm
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Feats and Talents
Tough
Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
Smart
Savant (Disable Device, Investigate): Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.
Sorcerer (Destined Bloodline)
Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.
Touch of Destiny (Bloodline Power): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fated (Bloodline Power): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
Blood Caster
Blood to Magic: A blood caster can sacrifice hit points to gain new spells per day. For every hit point sacrificed, she gains a blood point. Sacrificing hit points for blood points is a move action that does not provoke attacks of opportunity. Blood points last 1 round/class level. Any number of hit points up to her Constitution score can be sacrificed each day. Blood points can be spent to cast additional spells per day. The cost in blood points of casting a spell depends on the spell’s level (see Table: Blood Points Cost by Spell Level). A blood caster cannot use blood points to cast a spell of higher level than she can normally cast, nor can she use blood points to cast spells she does not know.
Blood Siphon: The blood of a blood caster is not the only blood that can be turned into magic. Beginning at 2nd level, a blood caster can deliver a touch attack that drains hit points equal to her class level. These hit points are instantly converted into blood points. If the target is not a spontaneous arcane spellcaster, its blood is less potent and the blood points only last until the end of the blood caster’s next turn.
Patch Light Wounds: Because blood casters have a better understanding of how the body works, they have access to some spells that elude most arcane casters. Beginning at 3rd level, once per day a blood caster can sacrifice a spell slot of 1st level or higher to cast cure light wounds on herself.
Magic to Blood: Beginning at 4th level, a blood caster can sacrifice spell slots to heal lost hit points. Sacrificing a spell slot is an immediate action that does not provoke attacks of opportunity. A sacrificed spell slot heals a number of hit points equal to the level of the spell slot sacrificed.
Feats
Cautious: The character gets a +2 bonus on all Demolitions checks and Disable Device checks.
Toughness: The character gains +3 hit points.
Brawl: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Expanded Arcana: Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.
Heroic Surge: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown), but never more than once per round.
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Back Alley Brawler: Your unarmed attacks deal normal damage (rather than subdual damage). In addition, you can feint with your weapon then deliver a quick kick to a sensitive area or a similar dirty shot. If you make no other attacks you can also, as a full attack action, make a Bluff check opposed by your opponent's Sense Motive skill. If you succeed you may deliver a single unarmed attack against him using your best base attack bonus that deals double normal damage. When grappling, you tear at your opponent's ears, bite his fingers, or pull his hair, dealing double normal grappling damage. On a crit, damage is tripled.
Improved Grapple: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.