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Abilities

Abilities are used to customize your character and expand upon his capabilities in various ways. They are often the primary distinguishing factor between two characters. Some abilities serve to improve existing skills and general actions, such as attack rolls, while others grant new powers not normally available. In most cases, abilities are more powerful than skills, but also much more limited in scope.

Acquiring Abilities

You gain new abilities by spending AP. Each ability has an associated cost that allows you to use it at its lowest level. Most abilities can be further upgraded and customized by spending additional AP as specified in the ability's description. Some abilities and upgrades have prerequisites that must be met before you can purchase them. Prerequisites often include minimum attribute scores or skill levels or access to a different ability. You can use magical or temporary effects to meet prerequisites, but if you ever lose that effect and fail to meet the prerequisite, then you also lose access to that ability or upgrade until you once again meet its prerequisites. If that ability was used as a prerequisite for another, then you also lose access to that ability.

Ability Tags

Ability descriptions include several elements that describe how the ability functions. Tags appear at the top of the description between the square brackets. Not all abilities have tags. Often, tags have no direct effect, but are used to group abilities into similar concepts. Tags with special rules are defined below.

Arcane

This ability allows you to create some type of magical effect, and cannot be used when magic is restricted.

Divine

This ability produces some type of holy or unholy effect that relies upon a connection to a divine being. It cannot be used when you are blocked from accessing your divine connection.

Mounted

This ability applies to horseback or other mounted combat, and cannot be used on foot.

Passive

This ability grants a benefit that comes into effect either continually or automatically in certain situations, and does not need to be specifically activated.

Precise

This ability requires precision in order to use effectively. You cannot use this ability while blinded or otherwise unable to see your target.

Reactive

This ability requires that you are able to react to some sort of event. You must be able to see the triggering effect in order to use this ability. You can use the ability while acting or ready unless otherwise specified.

Ability List

Show only abilities with this tag:

[Divine, Passive]

Prerequisites: Lore 0, Culture 1

Cost: 15 AP

Select a deity or religion to follow. You are considered a priest of this religion and are familiar with its tenets, beliefs, rituals, rules, and organization. All Lore checks you make involving your deity or religion gain a +4 bonus.

You gain either the holy or unholy classifier, depending on your chosen deity. If you stray from the tenets of your faith, you lose this classifier.

You may select this ability multiple times, selecting a different religion each time, but if you do so you are no longer considered a priest of the religion you originally selected unless the two are fully compatible with each other. Regardless, you may not have both the holy and unholy classifiers.

[Defensive, Martial, Passive]

Cost: 35 AP

You have learned the strengths and flaws of a particular armor type and are able to capitalize on its defensive benefits. Select one type of armor. While wearing that armor, you have a +1 bonus to your Defense.

[Brutal, Martial, Precise]

Prerequisites: Finesse 1.

Cost: 35 AP

When you deal a moderate or greater wound with chopping, piercing, or slicing damage, you may expend 3 stamina to give the target the light bleeding effect with a TN equal to the passive check equivalent of your attack roll.

[Cooperative, Divine, Reactive]

Cost: 40 AP

When an opponent you can see within 30 feet makes any attack or check, you may use this ability to force the target to roll twice and use the worse result. You cannot use this ability again until you finish a long rest.

When an ally within 30 feet of you who can see you makes a successful attack or check, they may choose to turn that success into a failure and give you an additional use of this ability, but only against an opponent making the same type of check they choose to fail. You do not count as your own ally for purposes of this ability, and you lose any extra uses you have when you take a long rest. You cannot have more than one use in store for any particular type of check.

[Arcane, Martial]

Prerequisites: Arcana 3 and either Aim 2 or Melee 2.

Cost: 50 AP

You have trained to combine martial prowess with arcane power, and are able to learn Blade Magic spells. You must be wielding a bonded weapon in order to utilize these spells, but the weapon need not have a blade. Add the Blade Magic skill to your skill list at level 1.

As an action with speed class D, you may invest 3 mana into a weapon you are holding to form a magical bond with that weapon. You can be bonded with multiple weapons at the same time. You can choose to break a bond and regain your mana at the end of a long rest. If you spend three consecutive days at least 1 mile from your bonded weapon, the bond breaks.

A bonded weapon is treated as a magical item, but its magic cannot be used by anyone other than you for as long as you remain bonded with that item. It has a +1 bonus to its damage and you may spend 1 stamina to instantaneously cause it to appear in your hand, provided that it is within 1 mile of you and on the same plane of existence.

In order to cast a spell using a bonded weapon, you must invest additional mana equal to the spell's mana cost into the weapon. This mana is invested as part of the act of casting and is returned after a long rest. Once invested, mana may be used to power any spells using that weapon. Each point of invested mana can only power a single spell at a time.

Fickle Master

Prerequisites: Arcana 4, Blade Magic 4.

Cost: 50 AP

You can retrieve invested mana from any item at the end of a short rest instead of a long rest. Doing so with a bonded weapon will break your bond with it if it does not have enough of your mana to fuel the bond.

Improved Damage

Prerequisites: Blade Magic 2.

Cost: 40 AP

Your bonded weapons gain a bonus to damage equal to your Reason (minimum of +1) instead of the standard +1 bonus.

[Arcane, Passive]

Prerequisites: Arcana 1, Focus 2.

Cost: 50 AP

You have gained control over the magic that flows within you and are able to learn Bloodline Magic spells. Add the Bloodline Magic skill to your skill list at level 1 and choose one level 1 bloodline magic spell to learn. You do not need to pay the normal AP cost for this spell.

Bloodline mages gain their powers from magical blood that flows through their veins. Typically, this is an inherited trait, although it can lie dormant for generations at a time before it produces a magician. It may also be possible to gain bloodline magic through certain magical rituals, provided that magical blood is available, and the mage's bloodline will be magical thenceforth. Bloodline magic is inherently unpredictable and not easily controlled, and there is always a chance for a spell to fail.

Bloodline mages cast spells as an inherent part of their being. You cast spells simply by speaking, gesturing, and expending the necessary mental energy. You must have at least one hand free to gesture and be able to speak uninhibited in order to cast spells. Mana required by the spell is invested as soon as you begin casting and is returned as soon as the spell ends.

Every time you attempt to cast a spell, you must make a Focus (Rsn) check with a TN equal to 10 + the level of the spell. Your encumbrance penalty applies to this check. If you succeed on the check, you can cast the spell as normal. If you fail, your spell fizzles with only a slight popping sound, puff of smoke, flash of light, or similar minor effect, and you expend only half the normal stamina cost (minimum of 1 stamina).

[Martial, Passive]

Prerequisites: Melee 2.

Cost: 15 AP

You ignore the non-threatening property of any weapons you wield and threaten areas within reach even when unarmed.

Improved Damage

Prerequisites: Strength 1, Melee 3.

Cost: 20 AP

Your base unarmed damage increases to 1d6. Damage for all other weapons in the gauntlets and claws group increases to 1d6 if it is lower.

Pummel

Prerequisites: Finesse 1, Melee 3.

Cost: 20 AP

If you are wearing one weapon from the gauntlets or claws group on each hand, you may expend 1 stamina to add damage from both weapons to any attack with either weapon.

[Brutal, Martial]

Prerequisites: Athletics 2.

Cost: 30 AP

When you use a melee weapon to incapacitate, kill, or deal a moderate or higher wound to a target, you may spend 2 stamina to immediately make another attack at a -3 penalty with the same weapon against a different target adjacent to the first and within range of your weapon. You may not use this ability more than once per count.

Clear the Field

Prerequisites: Athletics 4.

Cost: 30 AP

You may use this ability one additional time per count, provided that you meet all other conditions. You may not use this ability twice from a single triggering attack.

Improved Accuracy

Prerequisites: Melee 3.

Cost: 25 AP

When you use this ability, you do not suffer the -3 penalty on the extra attack.

Press the Attack

Cost: 20 AP

When you use this ability, you may take one count's worth of movement before determining whether a target is within range of the ability. Your movement and followup attack occur immediately. You cannot move in this way if you are immobilized.

Wide Cleave

Cost: 15 AP

You may use this ability to attack any target within range except the one whom you attacked to trigger this ability.

[Agile, Martial, Precise]

Cost: 35 AP

If you hit with a melee attack from a closer range than your target's optimal reach, you may spend 1 stamina to increase the damage of your attack by 1d4. If you are closer than their minimum reach, the damage is instead increased by 1d8.

Close the Gap

Prerequisites: Acrobatics 2.

Cost: 20 AP

When attempting to avoid being attacked as you approach an enemy, you may spend 1 stamina in place of 3 yards of movement to lower their effective attack roll.

Evasive Combat

Prerequisites: Reaction 2.

Cost: 15 AP

You can spend 1 stamina to gain a +1 bonus to your standard Defense against any melee attack you can see originating within 1 yard of you.

[Agile, Defensive, Martial, Passive]

Prerequisites: Reaction 2.

Cost: 20 AP

Attacks against you receive only a +1 bonus when you are flanked.

Perfect Awareness

Prerequisites: Reaction 4.

Cost: 40 AP

You cannot be flanked.

[Passive]

Prerequisites: Medicine 3.

Cost: 20 AP

The Treat Injury action has a speed class of C for you and you take only a -3 penalty to your check if you do not have a healing kit in hand.

Faster Healing

Prerequisites: Lore 1.

Cost: 15 AP

The Treat Injury action has a speed class of C+ for you.

Natural Healer

Prerequisites: Finesse 1, Lore 1, Perception 1, Medicine 4.

Cost: 30 AP

If you use the Treat Injury action without a healing kit in hand, you may slow the action by two steps to remove the penalty for not having a healing kit.

[Agile, Martial, Reactive]

Prerequisites: Speed 2, Perception 2.

Cost: 50 AP

When missed by an attack, you may spend 2 stamina to immediately make an attack with the instantaneous property using an equipped melee weapon against the triggering attacker. If you are Acting, you lose your current action. You cannot use this ability again until you have become Ready.

Reduced Cost

Prerequisites: Speed 3, Perception 3.

Cost: 50 AP

The stamina cost to use this ability is reduced to 1.

Seize the Opportunity

Prerequisites: Vitality 1.

Cost: 25 AP

You may use this ability when you are hit by an attack by spending an additional 1 stamina.

[Brutal, Martial, Precise]

Prerequisites: Strength or Finesse 2.

Cost: 25 AP

When you score a critical hit, you deal an additional 2d6 damage. This applies before increasing the wound level by one step due to the critical hit.

[Defensive, Martial, Mounted, Reactive]

Prerequisites: Perception 1, Nature 3.

Cost: 20 AP

When your mount is targeted by an attack you can see, you may expend 1 stamina and make a Nature (Prc) check, improving your mount's defense against the attack by half the result.

[Defensive, Martial, Passive]

Prerequisites: Vitality 1.

Cost: 30 AP

When you take the defend action, you gain a +1 bonus to Defense and continue defending even after receiving a wound.

Brace For Impact

Cost: 55 AP

When you are targeted by a weapon attack while defending, you may expend 1 stamina to gain an additional +2 bonus to Defense against that attack.

Instant Defense

Prerequisites: Speed 1.

Cost: 20 AP

The Defend action has the instantaneous property for you.

[Agile, Defensive, Martial, Reactive]

Prerequisites: Finesse 2, Speed 2.

Cost: 30 AP

When you are targeted by a ranged attack from an attacker you can see, you may spend 2 stamina to add your Finesse to your Defense against the attack. If you are missed by the attack, the missile lands in a space adjacent to you.

Unusually large missiles, such as from catapults or ballistae, cannot be deflected with this ability.

Aimed Deflection

Prerequisites: Catch Missiles upgrade, Perception 2.

Cost: 50 AP

If you use this ability and the attack misses you, you may spend 1 additional stamina and redirect it to another target within 30 feet of you and farther from the attacker than you are. Make an attack against the new target as if you had fired or thrown the deflected weapon. The total distance the missile travels cannot exceed its normal maximum distance.

Catch Missiles

Prerequisites: Speed 4.

Cost: 20 AP

If you use this ability and the attack misses you, you may catch the missile in your hand if you have at least one hand free.

Improved Deflection

Prerequisites: Finesse 3.

Cost: 30 AP

When you use this ability, add an additional 1d6 to your Defense.

[Martial]

Cost: 35 AP

When you hit a target with an attack, you may expend 2 stamina to increase the initiative of that target by 3, plus 2 per level of the wound dealt.

[Martial, Mental Discipline]

Prerequisites: Persona 2.

Cost: 40 AP

When you make an attack, you may expend 3 stamina to gain a bonus to hit equal to the total number of wounds you have taken.

[Defensive, Mental Discipline]

Prerequisites: Persona 1, Focus 3

Cost: 20 AP

You gain a +1 bonus to all checks to determine if you fall unconscious or wake up from unconsciousness. You may opt to make a standard roll instead of a wild roll for any such check.

Improved Toughness

Prerequisites: Persona 2.

Cost: 40 AP

You gain an additional +1 bonus to checks to remain conscious or regain consciousness.

[Passive]

Prerequisites: Athletics 3.

Cost: 20 AP

When you take the Run action, your movement rate doubles for 15 counts.

Increased Duration

Prerequisites: Athletics 5.

Cost: 35 AP

When you take the Run action, your movement rate doubles for 20 counts.

[Cooperative, Martial]

Cost: 20 AP

When you begin an attack action using a melee weapon, you may expend 1 stamina and immediately make a Melee (Prs) check opposed by your target's Focus (Prc). All modifiers to your weapon attack roll also apply to this check. If you win, your target suffers a -2 penalty to Defense against attacks from any source other than yourself. This penalty applies for as long as you are executing your attack and your target is within melee range of you. If you interrupt this attack, the penalty continues to apply until you are Ready.

Improved Distraction

Cost: 15 AP

When you use this ability, you gain a +2 bonus on your Melee (Prs) roll to distract the target.

Interfering Distraction

Cost: 20 AP

While a target is affected by this ability, they also have a -2 penalty to all attack rolls and Focus checks except those involving you.

[Divine]

Prerequisites: Holy or unholy classifier.

Cost: 25 AP

When you make an attack against a creature with the opposite classifier from yourself, you may expend 1 stamina to add 1d6 damage to your attack. This damage is considered holy or unholy, based on your classifier.

Improved Damage

Prerequisites: Persona 1.

Cost: 45 AP

When you use this ability, you may spend an additional 1 stamina to increase the damage by 1d6.

[Agile, Martial]

Prerequisites: Speed 2.

Cost: 40 AP

When you hit or miss with a melee attack, you may spend 2 stamina to immediately begin another attack with the same weapon at the same target at half the normal duration. You cannot use this ability again on the second attack.

Sweeping Attack

Prerequisites: Finesse 1.

Cost: 15 AP

When you use this ability, you may attack any target within range.

Triple Strike

Prerequisites: Speed 3.

Cost: 30 AP

You may use this ability up to two times in succession.

[Arcane]

Cost: 45 AP

When you deal a moderate or greater wound with fire damage, you may expend 3 stamina to give the target the burning condition with a TN equal to 10 + the attribute and skill used to make your attack roll.

If your attack hit multiple targets, you can affect one for 3 stamina, and additional targets for 1 stamina each.

[Arcane, Passive]

Prerequisites: One of the following: Summoning Magic 2, Tome Magic 3, or Arcana 4.

Cost: 20 AP

You may perform a week-long summoning ritual to form a permanent bond with a semi-intelligent spirit and bind it to an animal to serve as your companion. This animal becomes your familiar, and has all the same statistics of the original animal, except that its Lore, Reason, and Persona are each increased to -3 if they are lower. If your familiar is killed, you immediately become aware of this, and may later bind the spirit into a new animal by performing the same ritual again. You may also perform a week-long ritual to release a bound animal, returning its statistics to normal and allowing you to bind the spirit to a new animal. You may only have one familiar at a time.

You may select the type of animal to become your familiar, but it must be no larger than size -8 (roughly equal to a small dog) and have no innate magical properties on its own. Your familiar obeys your commands to the best of its ability, but is not an automaton and has its own personality, as well as physical needs such as food and air.

As long as you can see your familiar, you are able to communicate with it telepathically as if speaking normally. Your familiar can also communicate telepathically with you if it can see you. It does not understand any spoken languages.

As a speed class D action, you may sense your familiar's direction and distance as long as it is within 1 mile of you. You also learn if it is injured. If your familiar is farther than 1 mile, you learn only an approximate direction to it.

Bonded Senses

Prerequisites: One of the following: Summoning Magic 3, Tome Magic 4, or Arcana 6.

Cost: 20 AP

While within 1 mile of your familiar, you can choose to replace your own vision, hearing, and other senses with those of your familiar. Transitioning between your own senses and theirs is a speed class B action, and you can choose any number of senses to include. Each sense you include requires investing 2 mana, which is returned when you stop using that sense. While using your familiar's senses, you do not have those senses active on your own body. You use your familiar's Perception for checks made through their senses. If your familiar moves farther than 1 mile away while this is active, you lose access to its senses but do not regain your own until you transition back.

Bonded Skills

Prerequisites: One of the following: Summoning Magic 4, Tome Magic 4, or Arcana 6.

Cost: 30 AP

While within 10 yards of your familiar, you may use its skill bonus in place of your own for a single check by spending 2 stamina.

Enhanced Familiar

Prerequisites: One of the following: Summoning Magic 4, Tome Magic 5, or Arcana 6.

Cost: 30 AP

You may spend AP to improve your familiar's stamina, mana, skills, and abilities exactly as you would spend AP on yourself, with the following restrictions: All prerequisites must be met by the familiar, your familiar may not gain a familiar of its own, and abilities that are not physically possible for the familiar to use cannot be learned (such as most weapon-based abilities).

Enhanced Telepathy

Prerequisites: One of the following: Summoning Magic 3, Tome Magic 4, or Arcana 5.

Cost: 15 AP

You can communicate telepathically with your familiar out to a range of 1 mile without needing to be able to see it.

Familiar Magic

Prerequisites: Bonded Senses and Shared Spells upgrades.

Cost: 30 AP

When you cast a spell while using at least one of your familiar's senses, you may spend 1 additional stamina per spell level to cast the spell as if you were in the familiar's location instead of your own.

Shared Spells

Prerequisites: One of the following: Summoning Magic 3, Tome Magic 4, or Arcana 5.

Cost: 30 AP

Whenever you cast a spell that normally affects only yourself while touching your familiar, you may choose to have that spell also affect your familiar by investing 1 additional mana per spell level.

Verbal Communication

Prerequisites: One of the following: Summoning Magic 3, Tome Magic 4, or Arcana 5.

Cost: 15 AP

Your familiar learns all the languages you know and can speak, read, and understand them as well as you can, even if that type of animal would normally have no way of producing the sounds of that language.

[Mental Discipline, Passive]

Prerequisites: Reason 2, Perception 1, Focus 4.

Cost: 50 AP

During a short or long rest, you are able to refocus your mind, honing it to perform a specific task. Choose any attribute or skill after each rest and gain a +2 concentration bonus. Whenever you make a check using the chosen attribute or skill, add your concentration bonus to the result and either reduce the bonus by 1 or spend 2 stamina to keep the bonus at its current level. Any remaining bonus is removed when you begin your next rest.

Improved Focus

Prerequisites: Perception 2, Focus 6.

Cost: 60 AP

Your initial concentration bonus is increased to +3.

Split Focus

Prerequisites: Reason 3, Focus 6.

Cost: 60 AP

You may select both one attribute and one skill to focus on after each rest. You can only apply your concentration bonus once on a single check.

[Mental Discipline, Passive]

Cost: 10 AP

You have trained to hold your breath longer than normal. Add 30 seconds to your normal limit before you start taking wounds.

Easy Exertion

Prerequisites: Vitality 0.

Cost: 25 AP

Time spent exerting yourself while holding your breath counts as only double the actual time rather than quadruple.

Extended Duration

Cost: 15 AP

You can hold your breath an additional 30 seconds longer than normal. You may take this upgrade multiple times, increasing the AP cost by 5 each time.

[Agile, Cooperative, Martial, Passive]

Prerequisites: Finesse 1, Speed 2, Acrobatics 2.

Cost: 30 AP

When determining whether an opponent is flanked, you count as occupying both your own space and all unoccupied spaces within 1 count of movement at your movement rate.

[Agile, Martial]

Prerequisites: Speed 0.

Cost: 15 AP

When you attack, you may expend 1 stamina to gain a +1 bonus to your speed class.

Faster Attack

Prerequisites: Speed 1.

Cost: 20 AP

When you use this ability, you may spend 1 additional stamina to increase the bonus to +2.

Reduced Cost

Prerequisites: Speed 3, Faster Attack upgrade.

Cost: 60 AP

You can use the Faster Attack upgrade without spending any additional stamina.

[Passive]

Cost: 10 AP

Choose a language you do not already know. You are able to understand basic words and phrases in that language. You can speak slowly in essentially correct grammar. Complex or uncommon words are beyond you. If the language has a written form, you can read and write with approximately the same level of understanding as you can speak.

Advanced Proficiency

Cost: 15 AP

You can communicate fluidly in any general topics and in areas pertaining to your interests and expertise. Complex conversations in areas outside your general realm of knowledge are still beyond you.

Fluency

Prerequisites: Advanced Proficiency upgrade

Cost: 15 AP

You are completely fluent in the language.

[Divine]

Cost: 40 AP

Whenever you roll one or more dice, you may expend 1 stamina to alter the value of a single die by 1 point, as long as the result remains within the die's normal range. You must do so before learning the effects of the roll, but after you see the numbers on the dice. This modification cannot be used to create a critical success or stop a critical failure.

Divine Favor

Cost: 25 AP

You may use this ability on any number of dice in a single roll, but may still only alter each individual die by 1 point.

Perfect Timing

Cost: 35 AP

When you use this ability, you may expend an additional 1 stamina to count the modified result as if it were the natural result, allowing you to create a critical success or counteract a critical failure.

[Martial, Mounted, Passive]

Prerequisites: Finesse -2, Nature 2.

Cost: 25 AP

You are able to take actions on a moving mount without your actions being interrupted. Any attack rolls you make have a -2 penalty if your mount moved during the execution time.

Charger

Prerequisites: Improved Melee upgrade.

Cost: 40 AP

If you use the Charge action while mounted, your weapon deals 1d6 additional damage. If you are using a lance, it instead deals 2d6 additional damage.

Improved Archery

Prerequisites: Aim 2.

Cost: 15 AP

Your ranged attacks no longer take any penalty from being on a moving mount.

Improved Melee

Prerequisites: Melee 2.

Cost: 15 AP

Your melee attacks no longer take any penalty from being on a moving mount.

[Agile, Martial, Passive]

Cost: 20 AP

You do not take the normal -2 penalty to accuracy when using a one-handed weapon in your off hand.

Ambidexterity

Cost: 20 AP

You treat your off hand exactly as your primary hand in all respects.

[Brutal, Martial, Passive]

Cost: 20 AP

You treat your Strength score as 1 point higher when determining your maximum weapon bulk.

Larger Weapons

Cost: 30 AP

You treat your Strength score as 2 points higher when determining your maximum weapon bulk.

[Martial, Ranged]

Prerequisites: Aim 2.

Cost: 20 AP

When you use a ranged weapon to attack a target within half of your weapon's first range increment, you can expend 1 stamina to gain a +2 bonus to your attack roll.

Expanded Range

Prerequisites: Aim 5.

Cost: 40 AP

The maximum range of this ability is increased to the full first range increment.

Improved Damage

Prerequisites: Aim 4.

Cost: 50 AP

When you hit a target in point blank range, you may expend 2 stamina to deal an additional 1d6 weapon damage.

[Agile, Passive]

Cost: 10 AP

You may draw a weapon for free as part of an attack action that uses it, or retrieve an item from a pocket for free as part of the action to use the item.

Faster Access

Prerequisites: Speed 1.

Cost: 20 AP

When you take the retrieve or stow an item action, you have a +2 bonus to your speed class.

[Martial, Ranged]

Prerequisites: Speed 2.

Cost: 35 AP

When you hit or miss with a ranged weapon attack, you may spend 2 stamina to immediately begin another attack with the same weapon at the same target at half the normal duration.

[Brutal, Martial]

Cost: 30 AP

When you begin executing a melee attack, you may expend 1 stamina to gain a +2 bonus to all attacks and a -2 penalty to your Defense until you are next Ready.

Improved Accuracy

Cost: 50 AP

When you use this ability, the bonus to attack increases to +4.

[Agile, Passive]

Prerequisites: Acrobatics 4.

Cost: 15 AP

Standing up from prone has a speed class of A+ for you. Alternatively, you may expend 1 stamina to stand up immediately.

[Brutal, Martial]

Prerequisites: Vitality 1, Focus 3.

Cost: 50 AP

You may expend 3 stamina to enter a state of blind rage, gaining a -2 penalty to Defense. All attacks you make while in this state gain a +1 bonus to the attack roll, damage, and speed class. This state lasts for 20 counts. If you deal a moderate or heavier wound to a target before it ends, then you may spend 1 additional stamina to extend the duration to 20 counts from when you deal the wound.

Improved Damage

Prerequisites: Strength 1.

Cost: 60 AP

When you use this ability, you gain an additional +2 bonus to damage.

Increased Duration

Prerequisites: Focus 5.

Cost: 40 AP

When you use this ability, the initial duration is increased to 30 counts, and you can spend 1 stamina when you deal a moderate or heavier wound to reset the duration to 30 counts from that time.

[Mental Discipline]

Prerequisites: Level 3 in the chosen skill.

Cost: 35 AP

Choose a skill. When you make a standard check using that skill, you may spend 2 stamina before rolling to allow you to choose which die to add and which to subtract after rolling instead of before.

You can gain this ability multiple times, selecting a new skill each time.

[Mental Discipline]

Prerequisites: Vitality 1, Focus 2.

Cost: 45 AP

You gain the Second Wind action. You can use this action once, and regain use of this action when you finish a long rest.

Action: Second Wind

Speed class: D

You take a moment to calm yourself and collect your energy reserves, readying yourself for continued action. Make a Vitality check and recover stamina equal to the result.

Faster Recovery

Prerequisites: Focus 3.

Cost: 15 AP

When you use the Second Wind action, the speed class is reduced to C.

Frequent Use

Prerequisites: Vitality 2.

Cost: 50 AP

You regain use of the Second Wind action after a short rest.

[Cooperative, Defensive, Martial, Reactive]

Cost: 45 AP

When an ally that is within reach of your weapon or shield is targeted by an attack and you can see both the attacker and defender, you may spend 2 stamina to increase their Defense against that attack by 2.

Defensive Move

Cost: 30 AP

You may expend 1 stamina to move up to one count's worth of movement immediately before triggering this ability.

[Arcane, Passive]

Prerequisites: Arcana 2, Nature 1, Persuasion 2.

Cost: 50 AP

You can commune with spirits and persuade them to come to your aid and are able to learn Summoning Magic spells. Add the Summoning Magic skill to your skill list at level 1 and choose one level 1 summoning magic spell to learn. You do not need to pay the normal AP cost for this spell.

Summoners use their magical talents to call forth beings from other worlds or planes, to commune with ancient spirits, and so on. Each new spell you learn involves forming some sort of alliance with an otherworldly power, who grants you the ability to use its magic on your behalf, or even to physically manifest the creature at your side.

Summoning spells generally have long, persistent effects. Mana required by the spell is invested as soon as you begin casting and is returned after a long rest, provided the spell has ended.

[Agile, Martial, Precise]

Prerequisites: Medicine 1, Stealth 1.

Cost: 20 AP

When you make an attack against a target who cannot see you or who is incapacitated or stunned, you may spend 1 stamina to increase the damage of your attack by 1d6. You must be within the first range increment if you are using a ranged weapon. You cannot use this ability against a target whose vital points you cannot reach, such as a giant standing over you, or who has no vital points, like most oozes.

Improved Damage

Prerequisites: Medicine 2, Stealth 2.

Cost: 25 AP

When you use this ability, you may expend an additional 1 stamina to add another 1d6 damage.

[Arcane, Passive]

Prerequisites: Arcana 2.

Cost: 50 AP

You have studied the art of magic and are able to learn Tome Magic spells. Add the Tome Magic skill to your skill list at level 1 and choose one level 1 tome magic spell to add to your spellbook. You do not need to pay the normal AP cost for this spell.

Tome mages gain their magical powers through knowledge, study, and precise execution of rigorously practiced procedures. Your magical knowledge is contained in a spellbook, which is most often a large, heavy, leather-bound book filled with arcane writings. Instead of a book, you may use a collection of scrolls, stone tablets, or whatever else you can use to write on that may be appropriate for the campaign setting.

You must have a spell prepared and your spellbook in hand in order to cast a spell. You must also have at least one hand free to perform various gestures (this cannot be the same hand used to hold the spellbook), and you must be able to speak uninhibited. Preparing a spell takes 1 minute per level of the spell, and requires investing the spell's mana cost to create a magical bond between yourself, your spellbook, and the spell's material components, if any. Casting the spell consumes any material components, unless otherwise specified in the spell's description, and breaks the bond once the spell's duration ends. Once the bond is broken, mana invested in the spell is returned.

In order to prepare a spell, you must be able to read your spellbook and have it open to the correct page in addition to being able to gesture and speak as with casting. If your spellbook or the components are ever farther than 3 feet from you while preparing the spell or before you cast it, then the bond is broken, the spell is no longer prepared, and you regain your invested mana. This bond is also broken if the components are damaged beyond use, if you lose consciousness, or if you choose to break it.

Your spellbook is uniquely yours, and contains all the spell formulae you have learned. Whenever you learn a new spell, you add it to your spellbook. You may have multiple spellbooks as backups or for traveling purposes. If you lose your spellbook, you may attempt to write the formulae you have learned into a new spellbook. For each day of work, select a spell you know and make a Tome Magic (Lor) check with a +1 bonus for each previous check you have made to remember this spell and a TN equal to 10 + the spell's level. If you succeed, you are able to copy the spell into the new spellbook.

You may attempt to prepare a spell you know using someone else's spellbook, but you must succeed on a Tome Magic (Rsn) check with a TN of 10 + the spell's level each time you prepare the spell. On a failure, you are unable to prepare the spell and may not attempt to do so again until after a short rest. Regardless of the check, you cannot prepare a spell you have not learned.

Double Cast

Prerequisites: Arcana 3, Tome Magic 4.

Cost: 50 AP

When a spell you cast ends and the bond would normally be broken, you may spend 4 stamina to instead maintain the bond, allowing you to keep the spell prepared. If the spell consumes material components when cast, then that portion of the bond is transferred to a new set of components within 1 yard. If you do not have the necessary components available, you cannot use this ability.

Scribe Scroll

Prerequisites: Arcana 4, Tome Magic 2.

Cost: 35 AP

You can create scrolls that hold the magical power of your spells for later activation. Any tome magic spell you know can be written in scroll form.

To create a scroll requires one day of work per level of the spell, and you must spend an amount equal to the spell's level squared times 10 in gold for costly inks, parchments, and other special materials. Material components must be provided during creation, and if the components are normally consumed when cast, then they are instead consumed when the scroll is created.

Once a scroll is created, it can be used to cast the spell as if you had that spell already prepared by simply reading the words of the scroll aloud. A scroll can only be used once, after which it crumbles to dust. Spells cast from scrolls have no mana cost and only half the normal stamina cost.

Anyone may attempt to read a scroll, but if their tome magic skill is of a level lower than the spell's level, they must make an Arcana (Lor) check with a TN equal to 10 + double the spell's level. On a success, the spell is cast normally. On a failure, the scroll is destroyed but has no effect.

Silent Spell

Prerequisites: Arcana 5, Tome Magic 3.

Cost: 40 AP

You may cast a spell without speaking its magic words by spending an additional 4 stamina. Spell effects are not silenced, and those that rely on verbal communication will still require speech.

Still Spell

Prerequisites: Arcana 3.

Cost: 30 AP

You may prepare spells without requiring a hand free for gestures. You must still be able to read from your tome. Additionally, you may cast a spell without needing to make any gestures by spending an additional 3 stamina.

[Defensive, Passive]

Prerequisites: Vitality 1.

Cost: 45 AP

Your base wound thresholds increase by 1 for moderate wounds, 2 for severe wounds, 3 for critical wounds, and 4 for fatal wounds.

Increased Toughness

Prerequisites: Vitality 2.

Cost: 45 AP

Your base wound thresholds increase by another 1 for moderate wounds, 2 for severe wounds, 3 for critical wounds, and 4 for fatal wounds.

[Divine]

Prerequisites: Holy classifier

Cost: 50 AP

You gain the Turn Undead action.

Action: Turn Undead

Speed class: C

Stamina cost: 5

Your divine power erupts in a visible radiance around you, driving away undead. Make an unblockable Focus (Prs) attack against the Resistance (Prs) Defense of each undead creature within 30 feet of you who can see you, dealing 1d6 holy damage to all targets.

If you deal any wound, the target is also pushed directly away from you to the limit of the range. If you deal a moderate or higher wound, the target is unable to approach you of its own volition for 60 counts or until you attack it. If you deal a severe or higher wound, the target flees from you by the most direct route for 60 counts, or cowers if it is unable to flee. If you deal a critical wound, the target is immediately disintegrated.

Damage Burst

Prerequisites: Improved Damage upgrade, Persona 2.

Cost: 60 AP

When you use the Turn Undead action, you may expend 2 stamina to deal an additional 1d6 damage, or 5 points of stamina to deal an additional 2d6 damage.

Divine Reach

Prerequisites: Lore 1, Persona 1.

Cost: 30 AP

When you use the Turn Undead action, its range is increased to 50 feet.

Improved Damage

Prerequisites: Persona 1.

Cost: 40 AP

When you use the Turn Undead action, you deal an additional 1d6 damage.

Reduced Cost

Prerequisites: Vitality 1.

Cost: 35 AP

The stamina cost to use the Turn Undead action is reduced to 4.

[Martial, Ranged]

Prerequisites: Finesse 1, Aim 3.

Cost: 30 AP

When you begin making an attack with a bow, you may choose to take a -1 penalty to speed class in order to shoot two arrows at once at the same target. When you attack in this way, spend 2 stamina and make two separate attack rolls at a -2 penalty.

Faster Execution

Cost: 35 AP

When you use this ability, you may expend 1 stamina when you begin executing the attack to use the normal execution time.

Split Shot

Prerequisites: Aim 5.

Cost: 30 AP

When you use this ability, you may select a different target with each arrow, but all targets must be within a 45-degree arc from your position and no more than one range increment separated from each other.

Triple Shot

Prerequisites: Finesse 2.

Cost: 40 AP

When you use this ability, you may shoot three arrows instead of two by spending an additional 2 stamina and taking an additional -3 penalty on all attacks.

[Agile, Martial]

Prerequisites: Melee 2.

Cost: 25 AP

While wielding two weapons and at least one of them is a light weapon, you may expend 2 stamina and make a melee attack against a single target with both weapons simultaneously. Roll a single attack roll, but add damage from both weapons to the attack. The attack uses the slower weapon's speed class with a -1 penalty.

Faster Attack

Prerequisites: Melee 3.

Cost: 20 AP

When you use this ability, you do not take the -1 penalty to the attack's speed class.

Heavier Weapons

Prerequisites: Melee 4.

Cost: 30 AP

You may use this ability with two non-light weapons by expending 1 additional stamina per attack.

[Agile, Martial]

Prerequisites: Two-Weapon Combat, Melee 4.

Cost: 40 AP

While wielding two weapons and one of them is a light weapon, you may expend 2 stamina and make two separate melee attacks as a single action. These attacks may be directed at the same target or at different targets. Both attacks use the slower weapon's speed class with a -1 penalty. Damage for each attack is applied normally.

If you have the Faster Attack or Heavier Weapons upgrade from Two-Weapon Combat, you may apply its effects to this ability.

[Agile, Defensive, Martial, Reactive]

Prerequisites: Regain Footing, Acrobatics 5.

Cost: 25 AP

When you would normally fall prone, you may expend 2 stamina to immediately stand, even if it is not your turn.

[Brutal, Martial, Reactive]

Prerequisites: Vitality 0.

Cost: 20 AP

When you are hit by an attacker you can see, you may expend 1 stamina to gain a bonus to damage on your next successful attack against that attacker. The bonus is +1 if you received a light wound, +2 for moderate, +3 for severe, and +4 for critical. This bonus is lost if not used within five minutes or if you are incapacitated.

You can use this ability multiple times against the same or different targets. Bonuses against the same target stack until used or lost.

Improved Damage

Prerequisites: Vitality 1.

Cost: 20 AP

When you use this ability, the damage bonus is doubled.

Sweet Revenge

Prerequisites: Persona 1.

Cost: 35 AP

If you use this ability and then damage the target who triggered it, you may expend 2 stamina to reduce the level of the triggering wound by one step, provided that there is at least one empty wound slot of the appropriate level.

[Martial, Passive]

Cost: 20 AP

Select one weapon group. Whenever you make an attack roll using a weapon from that group, add a +1 bonus to your attack roll. You may gain this ability multiple times, once for each weapon group.

Improved Accuracy

Cost: 40 AP

The attack roll bonus for your chosen weapon group increases to +2.

[Brutal, Martial]

Cost: 35 AP

When you make a melee attack, you can expend 2 stamina to make it a wild attack. When you do so, roll 1d10 in addition to your normal attack roll. If the die lands on 1-5, subtract the result from your attack roll. If it lands on 6-10, add the result to your attack roll.