Feats

## **Character Feats**

Flat Footed - Catching a target off guard will allow you an unblockable attack against them

Awareness - Disables Flat footed.

Bleed - Rolling crit on damage will apply a 1d4 bleeding damage. (Stackable)
Guardian - All armor is doubled

Successful - Does not have to role Success roles in battle.

Fly - Can move at a natrual speed of 40 ft in the air. While Flying (active action) the user can not be hit by ranged basic attacks. (Can not be chosen as a free feat unless you meat the requirements that allow you to fly)

Hover -  Can move at a natrual speed of 25ft. (Can not be chosen as a free feat unless you meat the requirements that allow you to hover)

Drain \_\_ - Steal -10 \_\_\_ from opponent on touch and receive it once per battle.

Duel wielding - can hold 2 types of ANY weapon at one point including Heavy 2 handed weapons. Can not attack with both.

Dis-spell - Get rid of the effects that a spell or ability you've casted does on you/allies/opponents

Master Wielding - Allows User to fight with both weapons but requires Dual wielding feat.

CDR = Reduce your spells cooldown by 1 round

Discount - Will always give the user the talent to buy things on sale. Sales always -10 from original cost.

Combined Spell - Combine two spells together to create one effect. (Limitations may apply)

Craft Time- When crafting the time to craft an Item will take half the time of the average item crafting time.

Material gathering -  Is able to find items every time they farm for materials (No Success roll needed )

Chase the enemy-  Able to move and use a basic attack in each turn passively.

Weapon Switching - Able to switch weapon without using a Basic Action (Move, Reload, Attack)

Deft Hands - Can reload weapons while moving.

Quick Step-  Always have 3 dodges regardless of Speed and Accuracy.

Agile -  +2  bonus on all Agility Checks.

Animal Handling - + 2 bonus on Success Roles when handling animals.

Armor Proficiency - Take no negative repercussions when wearing heavy armor.

Athletic - +2 to all Movements rolls

Flailing - In Melee combat every time you miss because of a success roll (Failure) you can Re-roll for another chance to hit.

Brewing Potions - The ability to make liquid drugs without the knowledge to do so.

Combat Caster - +4 bonus to Success rolls when casting an ability (Not including Unique abilities)

Unbreakable - When reduced to 10 hp or Lower, the user experiences an adrenaline rush and gains +25 endurance

Endurance - +4 bonus to Endurance

Strength - +4 bonus to Strength

Luck - +4 bonus to Luck

Speed - +4 bonus to Speed

Accuracy - +4 bonus to Accuracy

Agility - +4 bonus to Agility

Perception - +4 bonus to Perception

Stealth - +4 bonus to Stealth

Charisma - +4 bonus to Charisma

Knowledge - +4 bonus to Knowledge

Animal Turning - The ability to turn wild animals into potential allies. +2 to Charisma checks  when talking to animals.

Friendly Foes - The ability to turn foes into Allies. +2 to Charisma checks for bribing enemies to be friends.

Far shot - Increases Projectile Range 10ft.

Improved Crit -  + 1 to Crit chance.

Improved Dual Wielding - +6 Damage to attack roll when using dual wielding feat.

Martial Melee Proficiency - +6 Damage to attack rolls when using fist.

Improved Precision - + 6 damage to Attack rolls when using ranged weapons

Improved Slicing - +6 damage to attack rolls when using Melee Slicing Weapons

Weapon Proficiency -  Can not be given negative repercussion when using a weapon.

Self-Sufficiency -  + 10 bonus to healing when Healing self

Skill Focus  -  With one ability of your Choosing Remove all limitations.

Rapid Skill - With one ability of your choosing remove all cooldowns. (Except Ultimate/ Defense abilities)

Mana reduction - reduce Mana cost by 10

Remove Immunity -  user is immune to immunity .

Skillful Master - With one ability of your choosing Add +10 Damage bonus.

Channeling - Apply spells through objects

Training - When training someone/something/yourself you gain +3 to XP rolls.

 Construct Crafting - Able to make beings

 Shelter Crafting - Able to make Shelter without Success rolls.

Stunning Fist - Attacking with your fist allows a stun for 1 round every 4 rounds.

 Take 2- Take 2 Condition Feats

 Double hit - Use 2 basic actions.

 Cleanse - All conditions on you are taken off. (you can do this 2 times a game)

 Connection - can infuse 2 full action abilities that correlate together.

## Conditions Feats

You may only have one Condition Feat. Unless otherwise stated. Conditions

Ability Drained - Can never go lower than 5 mana.

Drained - Immunity to being drained.

Blinded - Can not be blinded (unless covered)

Knockback - Can not be knocked back

Not Confused - Immune to deception (Charisma checks).

Feared - Immune to being feared.

Dazed - immune to becoming dazed.

Helpless -Immune to being Helpless.

Entangled - immune to being rooted.

Grapple - Immune to being grabbed.

Revealed - Immune to invisibility.

Unstunnable - Immune to being stunned

Healthy - Can not be poisoned

Energy Drink - Can not be exhausted. (Doesn't need to rest and will gain HP refreshed after each game.)