FEATS FOR FANTASY HERO 5E

Fantasy Hero 5E Talents And Powers Adapted From Dungeons And Dragons 3rd Edition

4 Absolute Authority: +5 EGO (10 Active Points); Custom Modifier (Only to reassume control of a charmed/ego controlled target; -1), Custom Modifier (PreReq: requires prior control, Pre 16+, cast ench of 3+ level; -3/4)
6 Acrobatic Feat: +2 with any three related Skills [Notes: Acrobatics, Breakfall, Contortionist]
6 Agile Limbs: +2 with any three related Skills [Notes: Breakfall, Stealth, Shadowing]
1 Alertness: +3 INT (3 Active Points); only applies to sense rolls (-2)
9 Alluring: (Total: 16 Active Cost, 9 Real Cost) +10 Mental Defense (46 points total) (10 Active Points); Custom Modifier (PreReq: Trustworthy, Persuasive ; -1/2), Custom Modifier (Mind affecting spells involving voices only; -1/2) (Real Cost: 5) plus +2 with any three related Skills (6 Active Points); Custom Modifier (PreReq: Trustworthy, Persuasive ; -1/2) (Real Cost: 4)
8 Arcane Defense: +2 with DCV and RSR's (10 Active Points); (PreReq: Spell Focus in the chosen school; -1/4) [Notes: With any one school of spells, can be taken once per school]
9 Armed Flurry of Blows: Autofire (3 shots; +1/4) for up to 45 Active Points of any melee weapon doing a maximum of 3D6 (11 Active Points); Custom Modifier (PreReq: Flurry of Blows; -1/4)
12 Armor Proficiency: Heavy: reduces encumberance effects on all armor types by half (12 Active Points)
6 Armor Proficiency: Light: Reduces encumberance of light armor by half (6 Active Points)
9 Armor Proficiency: Medium: Reduces encumberance of light and medium armor by half (9 Active Points)
4 Arterial Strike: HKA 1 point (1/2d6 w/STR), Reduced Endurance (0 END; +1/2), Continuous (+1) (12 Active Points); Requires A Skill Roll (-1/2), Custom Modifier (stopped by a successful paramedic roll or cure spell; -1/2), Custom Modifier (PreReq: +4 OCV, Sneak Attack; -1/2), Custom Modifier (Target must be able to bleed, target must not be immune to sneak attack; -1/2)
6 Athletic: (Total: 6 Active Cost, 6 Real Cost) Swimming +2" (4" total) (Real Cost: 2) plus +2 with Climbing (Real Cost: 4)
7 Atttention to Detail: (Total: 8 Active Cost, 7 Real Cost) +2 with Concealment (Real Cost: 4) plus +2 with Conversation (4 Active Points); Custom Modifier (only to sense others motives; -1/2) (Real Cost: 3)
8 Back to a Wall: (Total: 20 Active Cost, 8 Real Cost) +2 with HTH Combat (10 Active Points); (only when down to 1/4 or less stun and or body; -1 1/2), (PreReq: 2 Combat skill levels; -1/4) (Real Cost: 4) plus +2 with DCV (10 Active Points); (only when down to 1/4 or less stun and or body; -1 1/2), (PreReq: 2 Combat skill levels; -1/4) (Real Cost: 4)
7 Barroom Brawler: (Total: 20 Active Cost, 7 Real Cost) +10 STUN (10 Active Points); Custom Modifier (only stops brawling/subdual damage; -1), Custom Modifier (PreReq: Con 15+, Toughness; -1/2) (Real Cost: 4) plus HA +2d6 (10 Active Points); Custom Modifier (only adds to brawling/subdual damage; -1), Hand-To-Hand Attack (-1/2), Custom Modifier (PreReq: Con 15+, Toughness; -1/2) (Real Cost: 3)
6 Battle Leader: +10 PRE, Usable By Other (+1/4), Area Of Effect (16" Radius; +2) (32 Active Points); Custom Modifier (only for morale and inspiration purposes for troops under command; -1 1/2), OIF Bulky Fragile (Battle Standard; -1 1/4), Side Effects (if standard taken or leader dead/unconscious, affects are doubled negatively; -1/2), Custom Modifier (must be able to see standard; -1/2), Custom Modifier (PreReq: PRE 15+; -1/4)
17 Blind Fighting: Combat Sense (Sense) 12-
14 Blind Sight 5' Radius: Combat Sense (Sense), Ranged (+1/2) (25 Active Points); Custom Modifier (PreReq: Ego 18+, Blindfighting, BAB +4; -3/4) 12-
8 Blood Oath: (Total: 23 Active Cost, 8 Real Cost) +2 with All Combat (16 Active Points); Custom Modifier (only vs target oath has been sworn against, can only have one sworn oath at a time; -1 1/2), (PreReq: must have suffered a great injustice; -1/4) (Real Cost: 6) plus Deadly Blow: +1d6 ([limited circumstances]) (7 Active Points); Custom Modifier (only vs target oath has been sworn against, can only have one sworn oath at a time; -1 1/2), (PreReq: must have suffered a great injustice; -1/4) (Real Cost: 2)
6 Blooded: (Total: 7 Active Cost, 6 Real Cost) +2 with Concealment (4 Active Points); Custom Modifier (only for spotting checks; -1/2) (Real Cost: 3) plus Lightning Reflexes: +2 DEX to act first with All Actions (Real Cost: 3)
10 Bloodline of Fire: (Total: 25 Active Cost, 10 Real Cost) Damage Resistance (5 PD/5 ED) (5 Active Points); Custom Modifier (Can only be taken when character is first created; -1), Only Works Against Limited Type of Attack (Fire Attacks; -1/2) (Real Cost: 2) plus +4 with DCV (20 Active Points); Custom Modifier (Can only be taken when character is first created; -1), Custom Modifier (only vs fire based attacks; -1/2) (Real Cost: 8)
8 Bodyguard: Armor (7 PD/7 ED), Usable By Other (+1/4), Area Of Effect (One Hex; +1/2) (37 Active Points); OAF Bulky Fragile (Users shield; -1 3/4), Side Effects, Side Effect occurs automatically whenever Power is used (Caster and person guarded are both at -2 ocv for melee attacks; -1 1/2), Activation Roll 14- (-1/2)
3 Bonded Weapon: (Total: 14 Active Cost, 3 Real Cost) +2 with HTH Combat (10 Active Points); Custom Modifier (only with single unique weapon; -1), Custom Modifier (PreReq: Dex 18+, Weapon Focus, Weapon Spec, Imp Crit; -1), Custom Modifier (Requires a month of training, -2 with all other weapons, takes a -2 penalty until new weapon trained if lost; -1) (Real Cost: 2) plus Deadly Blow: +1d6 ([very limited circumstances]) (4 Active Points); Custom Modifier (PreReq: Dex 18+, Weapon Focus, Weapon Spec, Imp Crit; -1), Custom Modifier (only with single unique weapon; -1), Custom Modifier (Requires a month of training, -2 with all other weapons, takes a -2 penalty until new weapon trained if lost; -1) (Real Cost: 1)
9 Breaking Blow: HKA 1d6+1 (1 1/2d6 w/STR), +2 Increased STUN Multiplier (+1/2) (30 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Custom Modifier (PreReq: STR 17+, Imp Unarmed Attack, Power Attack; -3/4), Extra Time (Full Phase, -1/2)
10 Bullheaded: (Total: 20 Active Cost, 10 Real Cost) +10 PRE (10 Active Points); Custom Modifier (only to resist intimidation and fear attacks; -1) (Real Cost: 5) plus +5 EGO (10 Active Points); Custom Modifier (only to resist intimidation and fear attacks; -1) (Real Cost: 5)
4 Canny Attack: Deadly Blow: +2d6 ([very limited circumstances]) (8 Active Points); Custom Modifier (PreReq: Int 15+, +2 OCV, Pre-Emptive Strike; -3/4) [Notes: only against targets at half dcv or less, this feat can be taken up to 5 times]
6 Charlatan: +2 with any three related Skills [Notes: Persuasion, Disguise, Oratory]
11 Chin Na: (Total: 20 Active Cost, 11 Real Cost) +2 with HTH Combat (10 Active Points); Custom Modifier (PreReq: Dex 15+, Weapon Spec or Finesse with Grappling; -1/2) (Real Cost: 7) plus HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Custom Modifier (only with brawling and subdual damage; -1/2), Custom Modifier (PreReq: Dex 15+, Weapon Spec or Finesse with Grappling; -1/2) (Real Cost: 4)
11 Chink in the Armor: Find Weakness 11- with All Attacks (30 Active Points); Custom Modifier (only affects natural or worn armor; -1), Extra Time (Full Phase, -1/2), Custom Modifier (PreReq: Expertise; -1/4)
10 Circle Boxing: (Total: 18 Active Cost, 10 Real Cost) Defense Maneuver I-IV (10 Active Points); Custom Modifier (1 level of defensive maneuver per 2" running given up ; -1/2), Custom Modifier (Dodge; -1/4) (Real Cost: 6) plus Running +4" (22" total) (8 Active Points); Custom Modifier (1 level of defensive maneuver per 2" running given up ; -1/2), Custom Modifier (Dodge; -1/4) (Real Cost: 4)
7 Cleave: 1 extra attack on a target within a 1" Radius, OCV and DCV unmodified (11 Active Points); (only if initial target is down or out; -1/4), (PreReq: STR 13+; -1/4)
8 Cleaving Charge: Multiple attacks in a 1" selective radius, Ranged (can move up to 5 feet to attack another opponent; +1/2) (16 Active Points); Custom Modifier (STR 17+, Great Cleave, +3 OCV Levels; -3/4), (Each target must be down or out before attacking again; -1/4)
4 Cloak Fighting: Entangle 2d6, 2 DEF (20 Active Points); OAF Bulky Fragile (any cloak of opportunity; -1 3/4), Custom Modifier (only to disarm an opponent; -1), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; Requires a roll to disarm; -3/4), No Range (-1/2), Cannot Form Barriers (-1/4), Real Weapon (-1/4)
7 Combat Caster Defense: (Total: 18 Active Cost, 7 Real Cost) Lightning Reflexes: +5 DEX to act first with All Actions (8 Active Points); Custom Modifier (only for attempts to disrupt a spell being cast; -1), Custom Modifier (PreReq: Dex 15+, +3 OCV; -1/2) (Real Cost: 3) plus +2 with HTH Combat (10 Active Points); Custom Modifier (only for attempts to disrupt a spell being cast; -1), Custom Modifier (PreReq: Dex 15+, +3 OCV; -1/2) (Real Cost: 4)
5 Combat Casting: +4 EGO (8 Active Points); (only to maintain concentration if stunned; -1/2)
21 Conjure Mastery: Aid 3 pts each to Str, Dex, Con 3d6 (standard effect: 9 points), Usable By Other (+1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (52 Active Points); Custom Modifier (only works on creatures the caster conjures; -1), Custom Modifier (PreReq: PRE 18+, 7th level Caster; -1/2)
6 Cool Head: +2 with any three related Skills [Notes: Trading, Persuasion , Bureaucratics]
10 Courage: Mental Defense (46 points total) (20 Active Points); (only vs fear/terror/morale attacks; -1)
6 Courteous Magocracy: +2 with any three related Skills [Notes: Persuasion, Spellcraft, Trading]
5 Dance of the Blade: Teleportation 6", combat acceleration/deceleration (+1/4) (15 Active Points); Custom Modifier (Prereq: Dex 18+, Acrobatics, Dodge, Mobility; -1), Requires A Skill Roll (Acrobatics Roll; -1/2), Custom Modifier (Target must be the same size or smaller than user; -1/2), Must Pass Through Intervening Space (-1/4)
4 Darting Weapon: +5 DEX (15 Active Points); Custom Modifier (can trade OCV levels for bonuses to iniative 1 for 1; -1), Custom Modifier (only for determining attack order; -1), Custom Modifier (PreReq: Expertise, +3 with weapon; -1/2), Custom Modifier (only for HTH Attacks; -1/2)
3 Dash: Running +3" (22" total) (6 Active Points); (must be lightly or unencumbered; -1)
6 Dead Man Walking: +2 with All Combat (16 Active Points); Custom Modifier (PreReq: must make a successful fear or horor check, bonus lasts til end of encounter; -1), (must have survived a failed horror check, or being wounded to negative body in such an encounter; -1/2)
4 Deceptive Casting: Sleight Of Hand 16- (9 Active Points); Custom Modifier (only to disguise what spell is being cast; -1/2), Custom Modifier (Int 15+, Bluff Skill; -1/2)
7 Defensive Fighter: +2 with DCV (10 Active Points); Custom Modifier (PreReq: Dex 15+, +2 OCV; -1/2)
6 Defensive Stance: +2 with DCV (10 Active Points); Custom Modifier (Requires a half move; -1/2), Custom Modifier (+4 OCV or better; -1/4)
7 Defensive Strike: +4 with HTH Combat (20 Active Points); Custom Modifier (if foe misses, you can attack at +4 on your next phase; -1), Custom Modifier (PreReq; Int and Dex 13+, Expertise, Dodge; -1)
5 Defensive Study: Analyze: Combat 16- (11 Active Points); Extra Time (Extra Phase, -3/4), Custom Modifier (Sense Motive, Alertness; -1/2)
7 Deflect Arrows: Missile Deflection (Arrows, Slings, Etc.), Required Hands One-Handed (+0) (10 Active Points); (will not stop heavy missiles; -1/4), (PreReq: Improved Unarmed Strike; -1/4)
4 Demolition: Deadly Blow: +3d6 ([very limited circumstances]) (12 Active Points); (non living objects only; -1), Custom Modifier (PreReq: PS: Siege Engineer, Power Attaack, STR 15+; -3/4), Requires A Skill Roll (-1/2)
8 Determined Soul: (Total: 15 Active Cost, 8 Real Cost) +5 STUN (Custom Adder) (5 Active Points); Custom Modifier (PreReq: Iron Will; -1/4) (Real Cost: 4) plus +5 BODY (10 Active Points); Custom Modifier (only for determining knockout and death thresholds; -1), Custom Modifier (PreReq: Iron Will; -1/4) (Real Cost: 4)
6 Divine Cleansing: (Total: 25 Active Cost, 6 Real Cost) +2 with a group of similar Skills, Usable By Other (+1/4), Area Of Effect (2" Radius; +1 1/4) (25 Active Points); 1 Charge (-2), (must be in good standing with Faith, counts as a Turn Undead Attempt; -3/4), (PreReq: Ego 13+, Ability to turn undead; -1/2) (Real Cost: 6)
8 Divine Resistance: Armor (5 PD/5 ED), Usable By Other (+1/4), Area Of Effect (4" Radius; +1 1/4) (37 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), Custom Modifier (only stops elemental damage; -1), (must be in good standing with Faith, counts as a Turn Undead Attempt; -3/4), (PreReq: Divine Cleansing, Ability to turn undead, 13+ Ego; -1/2)
3 Divine Vigor: (Total: 10 Active Cost, 3 Real Cost) +2 CON (4 Active Points); (must be in good standing with Faith, counts as a Turn Undead Attempt; -3/4), 1 Continuing Charge lasting 5 Minutes (-3/4), (PreReq: Ego 13+, Ability to turn undead; -1/2) (Real Cost: 1) plus Running +3" (22" total) (6 Active Points); (must be in good standing with Faith, counts as a Turn Undead Attempt; -3/4), 1 Continuing Charge lasting 5 Minutes (-3/4), (PreReq: Ego 13+, Ability to turn undead; -1/2) (Real Cost: 2)
2 Dodge: +1 with DCV (5 Active Points); (only vs a single opponent; -1/2), (PreReq: Dex 13+; -1/2), (must be aware of attack; -1/4)
4 Double Step: Running +6" (22" total) (12 Active Points); Custom Modifier (PreReq: Dodge, Mobility, Dex 15+, Tumbling; -1), Custom Modifier (No NCM; -1/2), Custom Modifier (can only be wearing no armor or light armor; -1/2)
13 Dream Speaking: Precognitive Clairsentience (Sight Group), +1 to PER Roll (41 Active Points); Only Through Dreams (-1), Requires A Skill Roll (-1/2), Custom Modifier (PreReq: Ego 15+; -1/2), One Sense Only (-1/4)
11 Eagle Claw Strike: HKA 1d6 (1d6+1 w/STR), Armor Piercing (+1/2), Penetrating (+1/2) (30 Active Points); (Only vs Weapons, Armor, or Shields; -1), (PreReq: +2 HTH, Dex 15+, Sunder; -3/4)
6 Eldritch Defense: Armor (9 PD/9 ED), Hardened (+1/4) (34 Active Points); 1 Charge (-2), Custom Modifier (1 level of armor per level of spell slot given up, cannot give up a spell slot of higher level than caster could normally use; -1), Custom Modifier (only usable to stop an attack that would otherwise reduce caster to zero body or less; -1), Side Effects, Side Effect occurs automatically whenever Power is used (loses a spell slot for the day of a level equal to the Armor level; -1/2), Custom Modifier (Spell Caster of level 3+; -1/4)
9 Eldritch Defense: Combat Luck (27 PD/27 ED) (54 Active Points); 1 Charge (-2), Custom Modifier (can only be used to prevent damage that would reduce to 0 or less stun or body; -1), Side Effects, Side Effect occurs automatically whenever Power is used (loses one spell casting slot of spell level equal to that defended against; -1), Custom Modifier (only stops arcane spells and abilities; -1/2), Custom Modifier (PreReq: Caster Level 3+; -1/4)
5 Endurance: Endurance Reserve (10 END, 5 REC) Reserve: (6 Active Points); Custom Modifier (Personal Rec; -1/2), Custom Modifier (only for running, swimming, climbing, and other duration actions; -1/4)
6 Enemy Focus: Negative Combat Skill Levels (-2 to opponent's DCV) (10 Active Points); Custom Modifier (must specify enemy like a ranger specifies his enemy; -1/2), Custom Modifier (must be able to cast arcane spells; -1/4)
9 Expertise: +4 with DCV (20 Active Points); (must lower OCV with melee weapon 2 points; -1), (PreReq: Int 13+; -1/4)
3 Eyes in the Back of your Head: Increased Arc Of Perception (240 Degrees) with Sight Group (5 Active Points); Custom Modifier (PreRreq: +3 HTH Levels, Ego 17+; -3/4)
7 Falling Star Strike: Sight Group Flash 4d6 (20 Active Points); (PreReq: 17+ Ego, +4 HTH levels, Stunning Fist; -1), No Range (-1/2), RSR to Negate (-1/4)
7 Far Shot: +2 with Ranged Combat (10 Active Points); (Only for attacks beyond 16"; -1/4), (PreReq: Point Blank Shot; -1/4)
3 Fearsome Display: +10 PRE (10 Active Points); (only for making presence attacks; -1), Requires A Skill Roll (-1/2), Custom Modifier (PreReq: +3 OCV, Persuasion; -1/2)
5 First and Second Edition AD&D Magic Resistance, Dispell Version: Dispel 1d6, Custom Modifier (any magical spell one at a time; +1/4), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Continuous (+1) (13 Active Points); Custom Modifier (based on a caster of 11th level or less, for each level higher than 11, subtract 1D6 of effect; -1), Always On (-1/2) [Notes: 1D6 of Dispell per 5% Magic Resistance]
8 First and Second Edition AD&D Magic Resistance; Suppress Version: Suppress 1d6, Personal Immunity (+1/4), Inherent (+1/4), Custom Modifier (any magical spell one at a time; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Continuous (+1) (21 Active Points); Custom Modifier (based on a caster of 11th level or less, for each level higher than 11, subtract 1D6 of effect; -1), Always On (-1/2) [Notes: 1D6 of Suppress per 5% Magic Resistance]
5 Fists of Iron: HA +3d6 (15 Active Points); 4 Charges (-1), Hand-To-Hand Attack (-1/2), (PreReq: HTH +2; -1/4)
3 Flick of tbe Wrist: (Total: 7 Active Cost, 3 Real Cost) Lightning Reflexes: +2 DEX to act first with Single Action (2 Active Points); Custom Modifier (PreReq: Dex 17+, Fast Draw; -1/2) (Real Cost: 1) plus HA +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2), Requires A Skill Roll (Fast Draw SR; -1/2), Custom Modifier (PreReq: Dex 17+, Fast Draw; -1/2) (Real Cost: 2)
11 Flying Leap: (Total: 18 Active Cost, 11 Real Cost) +8 PRE (8 Active Points); Linked (???; -1/2), Requires A Skill Roll (-1/2) (Real Cost: 4) plus Leaping +10" (12" forward, 6" upward) (10 Active Points); Requires A Skill Roll (-1/2) (Real Cost: 7)
5 Foe Hunter: (Total: 8 Active Cost, 5 Real Cost) Deadly Blow: +2d6 ([very limited circumstances]) (8 Active Points); Custom Modifier (against one specific regional foe; -1/2) (Real Cost: 5) [Notes: Melee weapons or ranged weapons at a range of 30 feet or less]
10 Forester: +2 with a group of similar Skills [Notes: Tracking, Survival, Stealth, Land Navigation, KS: Herbalism, Paramedic]
9 Fracture: Find Weakness 14- with Related Group of Attacks (35 Active Points); Only Affects Certain Materials (only affects non living objects; -1), OAF (any weapon skilled with; -1), Custom Modifier (PreReq: Sunder, Power Attack, +2 OCV; -3/4)
11 Freezing The Lifeblood: Entangle 2d6, 2 DEF, Takes No Damage From Attacks All Attacks (+1/2) (30 Active Points); (PreReq: HTH +5, Ego 17+, Stunning Fist; -1), No Range (-1/2), RSR to Negate (-1/4)
5 Frog on the Lillypad: Flight 9" (18 Active Points); Custom Modifier (only to walk atop liquids; -1), Custom Modifier (PreReq: Ego 15+, Balance, Concentration; -3/4), Requires A Skill Roll (-1/2), Concentration (1/2 DCV; -1/4)
7 Ghost Sight: Detect A Single Thing 15- (Sight Group), Discriminatory, Tracking, Inherent (+1/4) (20 Active Points); (only allows the seeing of ethereal creatures; -1 1/2), (must have survived a brush with death, slain, or brought below 0 body; -1/2)
8 Ghost Steps: Hearing Group Images Increased Size (4" radius; +1/2), +/-5 to PER Rolls (30 Active Points); Set Effect (only to mimic footsteps; -1), Custom Modifier (Stealth, Dex 15+, Tiger treads on eggshells; -3/4), Requires A Skill Roll (-1/2), Custom Modifier (will not work underwater; -1/4)
8 Giant Fighter: (Total: 20 Active Cost, 8 Real Cost) +2 with HTH Combat (10 Active Points); Custom Modifier (only when fighting an opponent larger than you are; -1), Custom Modifier (PreReq: +2 OCV, +2 DCV; -1/2) (Real Cost: 4) plus +2 with DCV (10 Active Points); Custom Modifier (only when fighting an opponent larger than you are; -1), Custom Modifier (PreReq: +2 OCV, +2 DCV; -1/2) (Real Cost: 4)
6 Great Cleave: Multiple attacks in a 1" selective radius (11 Active Points); (PreReq: 13+ STR, and +2 Combat skill levels; -1/2), (Each target must be down or out before attacking again; -1/4)
12 Great Crafter: +3 with a group of similar Skills (15 Active Points); (PreReq: Craft Skill using bonus for; -1/4) [Notes: with any craft related skills already possesed]
3 Great Fortitude: +4 CON (8 Active Points); Only for Con RSR's (-2)
4 Hamstring: Crippling Blow (16 Active Points); Custom Modifier (only vs large and bigger creatures; -1), Custom Modifier (only to affect movement abilities; -1), Custom Modifier (PreReq: STR 15+, Power Attack; -1/2)
4 Hardy Brawler: +10 STUN (10 Active Points); Custom Modifier (only vs normal/subdual damage; -1/2), Custom Modifier (can add extra stun up to total con; -1/2), Custom Modifier (PreReq: Toughness; -1/4)
8 Haunted: Clairsentience (Sight Group), Mobile Perception Point (can move up to 6" per Phase), Telescopic (+1 versus Range Modifier) (26 Active Points); Custom Modifier (will only manifest when no other inteligent beings are within 10 feet; -1), (someone close to you must have died; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (1D6 Stun Drain; -1/2), Visible (to those who can detect or see ethereal; -1/4)
11 Heightened Awareness: Spatial Awareness (Unusual Group), Discriminatory, Tracking (32 Active Points); Custom Modifier (only vs those invisible, ethereal, or concealed; -1), Custom Modifier (PreReq: Blind Fight, Ego 15+, +6 OCV; -3/4), Concentration (1/2 DCV; -1/4)
2 Heroic Recovery: Healing 1 BODY (10 Active Points); Custom Modifier (only works when body goes below zero, and only stops bleeding; -1 1/2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Custom Modifier (PreReq: Great Endurance, Great Fortitude, Con 15+; -3/4)
4 Hidden Tiger: (Total: 10 Active Cost, 4 Real Cost) +2 with HTH Combat (10 Active Points); Custom Modifier (Only works in the first round of combat vs a larger opponent; -1), Custom Modifier (PreReq: Small Size, Improved Unarmed Attack; -1/2) (Real Cost: 4)
2 Hold The Line: Lightning Reflexes: +3 DEX to act first with Single Action (3 Active Points); Custom Modifier (only when defending against a charge; -1/4)
6 Horse Nomad: (Total: 6 Active Cost, 6 Real Cost) WF: Bows (Real Cost: 1) plus TF: Equines (Real Cost: 1) plus +2 with Riding (Real Cost: 4)
9 Hunters Wisdom: Find Weakness 11- with Related Group of Attacks (20 Active Points); Custom Modifier (Only works vs normal Animals; -1), Custom Modifier (PreReq: Knowledge Skill-Nature Lore; -1/4)
25 Immunity to Level/Stat Drain: Power Defense (50 points) (50 Active Points); Custom Modifier (only vs drain attacks ; -1)
45 Immunity to specific damage type[s]: (Total: 90 Active Cost, 45 Real Cost) Energy Damage Reduction, Resistant, 75% (60 Active Points); Custom Modifier (to Specific Damage listed; -1) (Real Cost: 30) plus Armor (0 PD/20 ED) (30 Active Points); Custom Modifier (only works vs damage type[s] listed; -1) (Real Cost: 15) [Notes: key as needed for damage type]
3 Improved Bull Rush: +0/-2, STR+2D6 Full Move (4 Active Points); (PreReq: Str 13+, and Power Attack; -1/2)
3 Improved Disarm: -1 OCV +1 DCV and +10 STR Disarm (4 Active Points); Custom Modifier (PreReq: INT 13+ and Expertise; -1/2)
3 Improved Initiative: Lightning Reflexes: +2 DEX to act first with All Actions
3 Improved Trip: +2 OCV, -1 DCV, STR+1D6 and Target Falls (4 Active Points); (PreReq: INT 13+ and Expertise; -1/2)
16 Improved Two Weapon Fighting: +2 OCV with first two weapon attacks (20 Active Points); (PreReq: Ambidexterity; -1/4)
8 Improved Weapon Critical: Weapon Crits on half of normal to hit roll (10 Active Points); (only for one chosen weapon; -1/4)
14 Incredible Endurance: (Total: 20 Active Cost, 14 Real Cost) +20 END (10 Active Points); Custom Modifier (Con 15+, Endurance Feat; -1/2) (Real Cost: 7) plus +2 with a group of similar Skills (10 Active Points); Custom Modifier (Con 15+, Endurance Feat; -1/2) (Real Cost: 7)
11 Invincible: (Total: 30 Active Cost, 11 Real Cost) +2 with HTH Combat (10 Active Points); Custom Modifier (only works when reduced to half body or less; -1), Custom Modifier (PreReq: Toughness, Iron Will; -1/2) (Real Cost: 4) plus +1 Overall (10 Active Points); Custom Modifier (only works when reduced to half body or less; -1), Custom Modifier (PreReq: Toughness, Iron Will; -1/2) (Real Cost: 4) plus HA +2d6 (10 Active Points); Custom Modifier (only works when reduced to half body or less; -1), Hand-To-Hand Attack (-1/2), Custom Modifier (PreReq: Toughness, Iron Will; -1/2) (Real Cost: 3)
10 Iron Body: Armor (10 PD/10 ED) (30 Active Points); Custom Modifier (only to stop damage from critical hits and sneak attacks; -1 1/2), Custom Modifier (PreReq: Toughness, Iron Will; -1/2)
3 Iron Will: +4 EGO (8 Active Points); (only appies to ego resistance roll; -2)
4 Item Lore: Detect A Large Class Of Things 16- (Unusual Group), Discriminatory, Analyze (24 Active Points); Extra Time (1 Hour, -3), Custom Modifier (determine one ability per attempt, one attempt per item per day; -1), Custom Modifier (PreReq: any item creation skill, ability to cast at least 3rd level arcane spells; -1/2)
10 Jaded: (Total: 20 Active Cost, 10 Real Cost) Power Defense (10 points) (10 Active Points); (only vs Fear and Horror Attacks; -1) (Real Cost: 5) plus +2 with DCV (10 Active Points); (only vs Fear and Horror Attacks; -1) (Real Cost: 5)
9 Kami's Intuition: +3 with any three related Skills [Notes: Deduction, Mathemathics, Teamwork]
17 Karmic Twin: (Total: 25 Active Cost, 17 Real Cost) +2 with a group of similar Skills (Real Cost: 10) plus Mind Link , One Specific Mind, Any distance, Psychic Bond (15 Active Points); Requires A Skill Roll (-1/2), Custom Modifier (both parties must have Karmic Twin Feat; -1/2), Stops Working If Mentalist Is Knocked Out (-1/4) (Real Cost: 7)
8 Keen Intellect: (Total: 8 Active Cost, 8 Real Cost) +1 with a group of similar Skills (Real Cost: 5) plus +1 with any three related Skills (Real Cost: 3)
4 Lightning Reflexes: +4 DEX (12 Active Points); (only applies to dex rolls; -2)
8 Lionhearted: (Total: 20 Active Cost, 8 Real Cost) +10 Mental Defense (46 points total) (10 Active Points); Custom Modifier (only vs fear and ego attacks; -1), Custom Modifier (PreReq: Iron Will; -1/4) (Real Cost: 4) plus Power Defense (10 points) (10 Active Points); Custom Modifier (only vs fear and ego attacks; -1), Custom Modifier (PreReq: Iron Will; -1/4) (Real Cost: 4)
10 Magic Attuned: +2 with a group of similar Skills [Notes: Spellcraft, per checks for detecting magic, magically concealed items]
10 Magic Attuned: +2 with a group of similar Skills [Notes: Spellcraft, Identify Items, Item Lore]
6 Magistrates Mind: +2 with any three related Skills [Notes: KS: History, High Society, KS: Heraldry]
6 Many Masks: +2 with any three related Skills [Notes: Acting, Oratory, Disguise]
8 Master Tracker: +4 with any three related Skills (12 Active Points); Custom Modifier (PreReq: Tracking skill, Ego 15+; -1/2) [Notes: Tracking, Shadowing, Concealment]
10 Merchantile Backround: +2 with a group of similar Skills [Notes: PS: Merchant, Trading, Streetwise, KS: Item Appraisal]
8 Mite Fighter: (Total: 20 Active Cost, 8 Real Cost) +2 with HTH Combat (10 Active Points); Custom Modifier (only when fighting an opponent smaller than you are; -1), Custom Modifier (PreReq: +2 OCV, +2 DCV; -1/2) (Real Cost: 4) plus +2 with DCV (10 Active Points); Custom Modifier (only when fighting an opponent Smaller than you are; -1), Custom Modifier (PreReq: +2 OCV, +2 DCV; -1/2) (Real Cost: 4)
10 Mobility: +4 with DCV (20 Active Points); (only when dodging in or out of combat or moving past a ready opponent; -1/2), (PreReq: Dodge; -1/4), (PreReq: Dex 13+; -1/4)
6 Monster Slayer: +4 OCV, -4 DCV, +4 DC Strike, Custom Modifier (Can add 1 DC per DCV bonus sacrificed; +1/4) (12 Active Points); Custom Modifier (Power Attack, Str 15+; -1/2), Custom Modifier (Foe must be of Large size or greater; -1/2)
9 Mountain Man : (Total: 11 Active Cost, 9 Real Cost) +1 STR (Real Cost: 1) plus +2 CON (Real Cost: 4) plus +2 with any three related Skills (6 Active Points); Custom Modifier (in mountain environments only; -1/2) (Real Cost: 4) [Notes: From Arduin]
7 Mounted Archery: can fire a bow from horesback without making a skill roll (10 Active Points); Custom Modifier (PreReq: Mounted Combat and Riding Skills; -1/2)
6 Mounted Combat: Combat Luck (9 PD/9 ED) (18 Active Points); (only to reduce damage to mount; -1), Requires A Skill Roll (-1/2), (only usable once per segment, an PreReq: Riding Skill; -1/2)
13 Mystic Bloodhound: (Total: 41 Active Cost, 13 Real Cost) Detect A Class Of Things 15- (Unusual Group), Discriminatory, Analyze, MegaScale (1" = 1 km; +1/4), Ranged (+1/2) (31 Active Points); (max or 3 casters stored at any one time; -1), (must willingly fail a saving throw vs Casters magic; -1/2), (PreReq: Caster Level 3+, Spell Focus; -1/2) (Real Cost: 10) plus +2 with DCV (10 Active Points); (max or 3 casters stored at any one time; -1), (must willingly fail a saving throw vs Casters magic; -1/2), (PreReq: Caster Level 3+, Spell Focus; -1/2) (Real Cost: 3)
6 Nimble Fingers: +2 with any three related Skills [Notes: Security Systems, Lockpicking, Sleight of Hand]
10 Obscure Lore: +2 with a group of similar Skills [Notes: knowlege/Lore skill rolls]
4 Ominous Chant: +10 PRE (10 Active Points); Incantations (Requires Incantations throughout; Complex; -1), Custom Modifier (only while spellcasting; -1/2), Custom Modifier (Saving Throw to Resist; -1/4)
10 Outdoorsman: +2 with a group of similar Skills [Notes: Outdoor Skills]
6 Persuasive: +2 with any three related Skills [Notes: Persuasion, Trading, KS: Appraisal]
5 Point Blank Shot: 7 (7 Active Points); (Max Range of 8"; -1/2) [Notes: +1 OCV, +1 damage on a succesful Attack]
8 Power Attack: +4 OCV, -4 DCV, +4 DC Strike (10 Active Points); (PreReq:STR 13+; -1/4)
4 Pre-Emptive Sense: Lightning Reflexes: +5 DEX to act first with All Actions (8 Active Points); Custom Modifier (can only add up to INT/5; -1)
8 Precise Shot: +3 with Ranged Combat (15 Active Points); (only to avoid hitting the wrong target when firing into melee; -1/2), (PreReq: Point Blank Shot; -1/4)
7 Prepared: +2 with DCV (10 Active Points); Custom Modifier (only when fighting defensively, or using dodge; -1/2)
3 Rapid Shot: Ranged Rapid Attack (5 Active Points); (PreReq: Point Blank Shot; -1/4), (PreReq: Dex 13+; -1/4)
5 Resistance to Turning: +10 PRE (10 Active Points); Custom Modifier (only to resist turning attempts; -1) [Notes: 10 pts Pre per +1 to Turn Resistance]
5 Shield Proficiency: reduces encumberance of shields by half (5 Active Points)
8 Shot on the Run: -1 OCV, +0 DCV, Attack while moving (10 Active Points); (PreReq: Point Blank Shot; -1/4)
14 Spell Focus: (Total: 22 Active Cost, 14 Real Cost) +2 with All Combat (16 Active Points); (only with one specific college of spells; -1) (Real Cost: 8) plus KS: Specific College of Magic 15- (Real Cost: 6)
13 Spell Hawk: Detect A Class Of Things 16- (Unusual Group), Discriminatory, Analyze, Range, Sense (26 Active Points); (only to identify spells for countermagic purposes; -1)
10 Spell Scanner: Mind Scan 6d6 (Human class of minds) (30 Active Points); (only to determine what spells a caster has memorized for the day; -1), Requires A Skill Roll (-1/2), Custom Modifier (Limited Range- 30 feet; -1/4), (PreReq: Spell Hawk; -1/4)
13 Spell Stealer: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); (only affects spells targeted directly at caster; -1), (only affects ranged spells that require a target to be selected at casting; -1), Requires A Skill Roll (-1/2), (PreReq: Spell Hawk; -1/4)
10 Uncanny Dodge: +4 with DCV (20 Active Points); Custom Modifier (does not work if completely immobilized; -1/2), Custom Modifier (PreReq: Dex 15+, Dodge; -1/2)
6 Weapon Focus: +2 with any Strike [Notes: one specific weapon or Natural Attack]
10 Whirlwind Attack: Area Of Effect (up to One Hex; +1/2), Selective (+1/4) for up to 45 Active Points of Melee attack with base weapon damage of up to 3D6 (34 Active Points); Custom Modifier (PreReq: WeProf, Dex 15+, Int 15+, Dodge, Mobility, Spring Attack; -1 1/2), No Range (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) [Notes: all targets within 5 feet in any direction]