Flaming Fist Publishing

Book 4

Heroes of Last Resort: 4th Edition

Character sheetsSpells and skillsPop culture

Character sheets

Gritz, Level 5, Chapter 19

Heritage
Kitsune
Profession
City Administrator
Level
5
Sex
Male
Height
5’11”
Weight
185 lbs
Hair
Black
Eyes
Brown
Fame
Level 2: Lesser Known
Strength11Average
Agility17Above Average
Vitality12Average
Intelligence36Very High
Wisdom28High
Charisma15Above Average
Luck18Above Average

Hit Points: 28. HP Regeneration: 2/hour, outside of combat.

Stamina: 28. Stamina Regeneration: 2/minute.

Spell Points: 52. SP Regeneration: 5/minute.

Skills

SkillBaseModifierTotalRankPerks
Hiking4None4Untrained
Administration34None34JourneymanTaking the Measure, Quickdraw, Money For Nothing & the Gritz for Free
Architecture49None49ExpertTower Defense 1 & 2, If It Ain’t Baroque, Don’t Fix It, Frank Lloyd Was Right
Blacksmithing6None6Untrained
Alchemy8None8Untrained
Crossbow4None4Untrained
Acting: Comedy19None19BeginnerImprovisation 1

Perks

  • Background: Jokemaker
  • Kitsune: Enhanced Hearing, Darkvision, +5 to agility and intelligence
  • City Administrator: If You Build It, They Will Come
  • City Administrator: Bring Out the Best 1 & 2

Languages

  • English

Jack, Level 14, End of Chapter 27

Heritage
Sun elf
Class
Bard
Level
14
Sex
Male
Height
5’9”
Weight
226 lbs
Hair
Brown
Eyes
Blue
Fame
Level 4: Well Known
Party Leader
Level 7
Strength12Average
Agility40Very High
Vitality12Average
Intelligence21Above Average
Wisdom12Average
Charisma53Elite
Luck43Very High

Hit Points: 97. HP Regeneration: 2/hour, outside of combat.

Stamina: 95. Stamina Regeneration: 2/minute.

Spell Points: 125. SP Regeneration: 2/minute.

Skills

SkillBaseModifierTotalRankPerks
Light Armor15None15BeginnerLight Armor Mobility
Dual Wield38None38JourneymanDual Attack 1 & 2, Perfect Ambidexterity, Quick Draw
Small Blades40None40ExpertHit Harder 1 & 2, Increase Critical 1 & 2
Stealth65 (85)None65 (85)GrandmasterArmored Stealth 1, Stealth Status, Foil Smell 1, Throw Sound, Backstab 1, Camouflage 1
Open Locks23None23ApprenticeImprovised Tools 1, Abracadabra
Tracking9None9Untrained
First Aid16None16BeginnerCombat Medic 1
Gathering Creatures22None22ApprenticeImproved Quality 1 & 2
Survival31None31JourneymanDirection Sense, Never Lost, Find the Fastest Path 1
Cooking8None8Untrained
Gathering Plants25None25ApprenticeSeek and You Shall Find 1 & 2
Meditation14None14BeginnerMental Resistance 1
Climbing1None1Untrained
Hiking35None35JourneymanDifficult Terrain 1, 2, 3
Perception44None44ExpertSee What Is Hidden 1 & 2, Improve Senses (Hearing), Improve Senses (Sight)
Unarmed Combat17None17BeginnerFist of Stone 1
Rope Use12None12BeginnerInescapable Knots 1
Blunt Weapons9None9Untrained
Acrobatics17None17BeginnerParkour 1
Performance: Lute, Singing62 (72)None62 (72)GrandmasterImprovised Instrument, Improve Performance 1 & 2, Calm or Incite Emotions 1, Sonic Dissonance, Captivating Performance
Parry16None16BeginnerTwo-Weapon Riposte
Bluff19None19BeginnerFeign Injury 1
Dodge15None15BeginnerUncanny Dodge
Persuasion32None32JourneymanPersuasive Performer 1, 2, & 3
Diplomacy29 (39)None29 (39)ApprenticeCourt Etiquette 1, Remove Racial Barriers 1
Trap Making19None19BeginnerImprovised Trap Making 1
Sense Motive13None13BeginnerEmpathy
Intimidate2None2Untrained
Crossbow3None3Untrained
Disable Traps11None11BeginnerSpot Traps
Tactics15None15BeginnerRedirect
Jump13None13Beginner
Swimming15None15BeginnerHold Your Breath 1
Investigation11None11BeginnerLie Detector
Negotiation19 (29)None19 (29)BeginnerWalk Away

Spells

SpellBaseModifierTotalRankPerks
Analyze28None28ApprenticeCreature Scan 1, Status Indicator 1
Savage Scorn7None7Untrained
Advanced Heal39None39JourneymanRanged Heal 1, Healing Aura 1 & 2
Cure Poison6None6Untrained
Mend Bones15None15BeginnerHealing 1
Cure Disease4None4Untrained
Back from the Brink4None4Untrained
Charm Creature1None1Untrained

Perks

  • Background: Easygoing, Knows No Shame 1 & 2
  • Sun Elf: Darkvision, +10 Diplomacy, +10 Negotiation, +10 Light Magic
  • Rogue: Sense Danger
  • Rogue: Linguistics
  • Party Leader: Bastion
  • Party Leader: Bastion: Mind Meld 1
  • Party Leader: Bastion: Assign Tank 1
  • Party Leader: Bastion: Toughness
  • Party Leader: Bastion: Spell Defense
  • Party Leader: Bastion: Increased Party Size 1
  • Party Leader: Bastion: Defensive Dome
  • Bard: Greater Inspire Ally
  • Bard: Discourage Foe
  • Bard: Song of Respite
  • Bard: Soothing Performance 1, 2, & 3
  • Bard: Selective Soothing Performance
  • Bard: Extend Bardic Abilities
  • Defender of the Weak
  • Monster Hunter
  • Nasal Fortitude
  • Goliath Slayer

Languages

  • English
  • Common
  • Undercommon
  • Ravanan
  • Ancient Elorian
  • Dwarvish
  • German

Topher, Level 14, End of Chapter 28

Heritage
Tiefling
Class
Way of the Stone Fist
Level
14
Sex
Male
Height
6’1”
Weight
233 lbs
Hair
Brown
Eyes
Blue
Fame
Level 4: Well-Known
Strength22Above Average
Agility54Elite
Vitality29High
Intelligence32High
Wisdom30High
Charisma18Above Average
Luck21Above Average

Hit Points: 139 (149). HP Regeneration: 9/minute.

Stamina: 139 (149). Stamina Regeneration: Continuous.

Spell Points: 121. SP Regeneration: 4/minute.

Skills

SkillBaseModifierTotalRankPerks
Dodge24None24ApprenticeSomersault Dodge, Dodge Anything
Hiking13None13BeginnerCarrying Capacity 1
Parry11None11BeginnerImproved Parry 1
Perception8None8Untrained
Staves22None22ApprenticeSpinning Defense, Hit Harder 1
Unarmed Combat1None1Untrained
Unarmored Defense28None28ApprenticeFluid Movements 1, Faster 1
Jump14None14BeginnerAlter Jump
Performance20None20ApprenticeImprovised Instrument, Improved Performance 1
Meditation9None9Untrained

Spells

SpellBaseModifierTotalRankPerks
Watery Shield17None17BeginnerDurable
Ice Shard22None22ApprenticeSpinning Attack, That’s a Big Meatball
Icy Patch8None8Untrained
Fog Cloud6None6Untrained
Air Jump16None16BeginnerQuick Cast
Wind Wall21None21ApprenticeQuick Cast, Category 3
Sleet Storm8None8Untrained
Seismic Salvo3None3Untrained
Quicksand1None1Untrained

Perks

  • Background: Rules for Thee, Not for Me
  • Tiefling: Darkvision, Fire Resistance, Thick Skin (+4 Defense)
  • Monk: Evasion
  • Monk: Smooth Move
  • Monk: Snatch Arrows
  • Monk: Stunning Attack
  • Monk: Strength of the Earth
  • Monk: Heart Pathway 1(1/3)
  • Monk: Heart Pathway 2 (2/3); Heart of Stone
  • Monk: Heart Pathway 3 (3/3); The Wolverine
  • Monk: Mind Pathway 1 (1/3)
  • Monk: Nature’s Redirect
  • Fear Defier
  • Nasal Fortitude
  • Goliath Slayer

Languages

  • English
  • Common
  • Undercommon

Bo, Level 6, End of Chapter 29

Heritage
Gnome
Profession
Engineer
Level
6
Sex
Male
Height
5’10”
Weight
155 lbs
Hair
Brown
Eyes
Brown
Fame
Level 2: Lesser Known
Strength14Average
Agility20Above Average
Vitality24Above Average
Intelligence45Elite
Wisdom29High
Charisma12Average
Luck12Average

Hit Points: 42. HP Regeneration: 8/hour, outside of combat.

Stamina: 46. Stamina Regeneration: 8/minute.

Spell Points: 74. SP Regeneration: 6/minute.

Skills

SkillBaseModifierTotalRankPerks
Hiking9None9Untrained
Carpentry34None34JourneymanImproved Quality 1 & 2, Time Reduction 1
Blacksmithing35None35JourneymanImproved Quality 1 & 2, Material Substitution
Weaponsmithing26None26ApprenticeImproved Quality 1, Time Reduction 1
Armor smithing23None23ApprenticeImproved Quality 1, Time Reduction 1
Jewelcrafting11None11BeginnerImproved Quality 1
Engineering50None50MasterImproved Quality 1, Siege Weapon Specialization 1 & 2, MacGyver, Gadgetry
Tailoring18None18BeginnerImproved Quality 1
Leatherworking24None24ApprenticeImproved Quality 1, Time Reduction 1
Driving21None21ApprenticeBetter Control 1 & 2
Bowyer11None11BeginnerImproved Quality 1
Enchanting11None11BeginnerImproved Quality 1
Alchemy39None39JourneymanImproved Quality 1, Time Reduction 1, Improvised Alchemy 1

Perks

  • Background: Curious
  • Gnome: Darkvision, Poison Resistance, Gnome’s Cunning
  • Crafter: Crafting Affinity
  • Crafter: Intuitive
  • Engineering Profession: Advanced Engineering 1
  • Inventor
  • Goliath Slayer

Languages

  • English
  • Java
  • Python
  • C++

Gooch, Level 14, End of Chapter 30

Heritage
Stone Giant
Class
Stalwart Guardian
Level
14
Sex
Male
Height
6’6”
Weight
289
Hair
Black
Eyes
Brown
Fame
Level 4: Well Known
Strength49 (59)Elite
Agility22Above Average
Vitality54Elite
Intelligence44Very High
Wisdom17Above Average
Charisma23Above Average
Luck10Below Average

Hit Points: 176 (186). HP Regeneration: 11 (22)/hour, outside of combat.

Stamina: 162. Stamina Regeneration: 11/minute.

Spell Points: 104. SP Regeneration: 8/minute.

Skills

SkillBaseModifierTotalRankPerks
Heavy Armor55None55MasterArmored Casting 1 & 2, Increased Defense 1 & 2, Spell Defense
Axe Weapons11None11BeginnerIncreased Critical 1
Small Blades12None12BeginnerDefense 1
Large Blades18None18BeginnerDefense 1
Blunt Weapons30None30JourneymanStunning Attack, Bone Breaker, Hit Harder 1
Thrown Weapons29None29ApprenticeIncreased Range 1, Increased Damage 1
Block39 (49)None39 (49)JourneymanShield Bash 1, Magic Defense 1, Protector 2
Parry34None34JourneymanImproved Parry 1 & 2, Shield Riposte
Hiking15None15BeginnerCarrying Capacity
Perception6None6Untrained
Gathering Creatures3None3Untrained
First Aid23None23ApprenticeStabilize 1, Combat Medic 1
Dodge17None17BeginnerSliding Dodge
Gathering Plants3None3Untrained
Cooking1None1Untrained
Intimidate6None6Untrained
Polearm16None16BeginnerCleave
Information Gathering8None8Untrained
Tactics35None35JourneymanSweep the Leg, Redirect, Switch Places
Bluff1None1Untrained
Performance8None8Untrained
Swimming19None19BeginnerHold Your Breath 1
Flails19None19BeginnerFlail Defense 1

Spells

SpellBaseModifierTotalRankPerks
Burning Hands24None24ApprenticeExtend Range 1 & 2
Absorb Elements2None2Untrained
Comprehend Languages16None16BeginnerIncreased Comprehension
Night Eyes7None7Untrained
Magic Arrow5None5Untrained
Shillelagh13None13BeginnerReturn Weapons
Mending9None9Untrained
Thorn Armor5None5Untrained

Perks

  • Background: Perfectionist, Protector 2
  • Heritage: +5 Strength, +5 Vitality, Hard as Stone (+6 Defense), +10 to Thrown Weapons
  • Fighter: Last Stand
  • Fighter: Know Pain, No Pain 1
  • Magus: Study Foe
  • Magus: Arcane Reservoir (Enhance Weapon, Fast Casting, Weapon Element)
  • Magus: Combat Casting 1 & 2
  • Magus: Weapon Proficiency
  • Magus: Know Pain, No Pain 2
  • Stalwart Guardian: Come Get Some 1 & 2
  • Stalwart Guardian: Last Stand 2
  • Stalwart Guardian: No You Didn’t
  • Arien’s Champion: Arien’s Health, Arien’s Aura, Arien’s Resistance, Ageless, Extend Aura, Aura of Valor
  • Defender of the Weak
  • Monster Hunter
  • Resolute
  • Nasal Fortitude
  • Arien’s Champion
  • Goliath Slayer

Languages

  • English
  • Spanish
  • French
  • Portuguese
  • Common
  • Undercommon

Geoe, Level 14, End of Chapter 30

Heritage
Fey
Class
Summoner
Level
14
Sex
Male
Height
5’11”
Weight
159 lbs
Hair
Brown
Eyes
Brown
Fame
Level 3: Known
Strength12Average
Agility22Above Average
Vitality19Above Average
Wisdom36Very High
Charisma17Above Average
Luck12Average

Hit Points: 74. HP Regeneration: 3/hour, outside of combat.

Stamina: 110. Stamina Regeneration: 4/minute.

Spell Points: 214. SP Regeneration: 9/minute.

Skills

SkillBaseModifierTotalRankPerks
Staves3None3Untrained
Hiking28None28ApprenticeDifficult Terrain 1 & 2
Acting31None31JourneymanMimicry 1 & 2, Story Telling 1
Unarmored Defense15None15BeginnerFaster 1
Dodge12None12BeginnerSliding Dodge
Persuasion9None9Untrained
Block1None1Untrained
Perception15None15BeginnerImprove Senses (Hearing)
Small Blades25None25ApprenticeHit Harder 1 & 2
Swimming25None25ApprenticeHold Your Breath 1, Webbed Feet 1
Parry5None5Untrained

Spells

SpellBaseModifierTotalRankPerks
Magic Arrow17None17BeginnerMultiple Arrows 1
Summon Animal Ally31None31JourneymanVaried Summons 1 & 2, Multiple Allies
Shield16None16BeginnerIncreased Deflection 1
Comprehend Languages9None9Untrained
Acid Spray15None15BeginnerAcid Burn
Magnus’s Grasping Tentacles17None17BeginnerShadowy Tentacles
Dust Devil9None9Untrained
Magnus’s Pit of Fun15None15BeginnerShadow Trap
Magnus’s Mighty Mitt11None11BeginnerMighty 1
Fiery Acorns14None14BeginnerDelayed Blast
Wall of Stone12None12BeginnerQuick Cast
Summon Shadow Familiar5None5Untrained
Shadow Ball9None9Untrained

Perks

  • Background: Man-E-Faces, Cardio Queen
  • Fey: Otherworldly, Limited Glide, +10 to Enchantment & Illusion Spell Domains
  • Mage: Arcane Scholar
  • Mage: Summoning Domain Specialization 1 & 2
  • Summoner: Augment Summons 1 & 2
  • Summoner: Summoner Link
  • Trait: Shadow Touched
  • Summoner: Shadow Step
  • Nasal Fortitude
  • Goliath Slayer

Languages

  • English
  • Vulcan
  • Dothraki
  • Common
  • Undercommon

Gritz, Level 5, End of Chapter 30

Heritage
Kitsune
Profession
City Administrator
Level
5
Sex
Male
Height
5’11”
Weight
185 lbs
Hair
Black
Eyes
Brown
Fame
Level 2: Lesser Known
Strength11Average
Agility17Above Average
Vitality12Average
Intelligence36Very High
Wisdom28High
Charisma15Above Average
Luck18Above Average

Hit Points: 28. HP Regeneration: 2/hour, outside of combat.

Stamina: 28. Stamina Regeneration: 2/minute.

Spell Points: 52. SP Regeneration: 5/minute.

Skills

SkillBaseModifierTotalRankPerks
Hiking4None4Untrained
Administration35None35JourneymanTaking the Measure, Quickdraw, Money For Nothing & the Gritz for Free
Architecture49None49ExpertTower Defense 1 & 2, If It Ain’t Baroque, Don’t Fix It, Frank Lloyd Was Right
Blacksmithing6None6Untrained
Alchemy8None8Untrained
Crossbow4None4Untrained
Acting: Comedy19None19BeginnerImprovisation 1

Perks

  • Background: Jokemaker
  • Kitsune: Enhanced Hearing, Darkvision, +5 to agility and intelligence
  • City Administrator: If You Build It, They Will Come
  • City Administrator: Bring Out the Best 1 & 2
  • Goliath Slayer

Languages

  • English

Rat Damon, Level 10, End of Chapter 30

Heritage
Rat
Class
Strategist
Level
10
Sex
Male
Height
9”
Weight
8 lbs
Hair
Light brown with streaks of white
Eyes
Brown
Fame
Level 3: Known
Strength8Below Average
Agility35Very High
Vitality16Above Average
Intelligence39Very High
Wisdom12Average
Charisma16Above Average
Luck27High

Hit Points: 74. HP Regeneration: 4/hour, outside of combat.

Stamina: 78. Stamina Regeneration: 4/minute.

Spell Points: 38. SP Regeneration: 4/minute.

Skills

SkillBaseModifierTotalRankPerks
Claw & Fang17None17BeginnerIgnore Defense 1
Dodge14None14BeginnerSliding Dodge
Stealth34None34JourneymanCamouflage 1 & 2, Stealth Status
Tactics24None24ApprenticeSweep the Leg, Redirect

Perks

  • Rat: Darkvision, Thick Skin, Rational Thought
  • Scout: Burrower
  • Scout: Ambush
  • Scout: Sense Danger
  • Scout: Enhanced Senses
  • Strategist: Need Time to Think 1 & 2
  • Strategist: Planned Insanity
  • Strategist: Foresight
  • Chosen: Bonded Ally
  • Chosen
  • Goliath Slayer

Languages

  • Rat / Animal
  • Undercommon
  • Common (understands)

Jack, Level 15, End of Chapter 41

Heritage
Sun elf
Class
Soothsayer
Level
15
Sex
Male
Height
5’9”
Weight
215 lbs
Hair
Brown
Eyes
Blue
Fame
Level 4: Well Known
Party Leader
Level 7
Fate Point
1
Strength17Above Average
Agility45Elite
Vitality17Above Average
Intelligence26Above Average
Wisdom17Above Average
Luck51Elite

Hit Points: 122. HP Regeneration: 3/hour, outside of combat.

Stamina: 100. Stamina Regeneration: 3/minute.

Spell Points: 138. SP Regeneration: 3/minute.

Skills

SkillBaseModifierTotalRankPerks
Light Armor17None17BeginnerLight Armor Mobility
Dual Wield39None39JourneymanDual Attack 1 & 2, Perfect Ambidexterity, Quick Draw
Small Blades48None48ExpertHit Harder 1 & 2, Increase Critical 1 & 2
Stealth66 (86)None66 (86)GrandmasterArmored Stealth 1, Stealth Status, Foil Smell 1, Throw Sound, Backstab 1, Camouflage 1
Open Locks23None23ApprenticeImprovised Tools 1, Abracadabra
Tracking9None9Untrained
First Aid16None16BeginnerCombat Medic 1
Gathering Creatures22None22ApprenticeImproved Quality 1 & 2
Survival31None31JourneymanDirection Sense, Never Lost, Find the Fastest Path 1
Cooking8None8Untrained
Gathering Plants25None25ApprenticeSeek and You Shall Find 1 & 2
Meditation14None14BeginnerMental Resistance 1
Climbing1None1Untrained
Hiking37None37JourneymanDifficult Terrain 1, 2, 3
Perception46None46ExpertSee What Is Hidden 1 & 2, Improve Senses (Hearing), Improve Senses (Sight)
Unarmed Combat17None17BeginnerFist of Stone 1
Rope Use12None12BeginnerInescapable Knots 1
Blunt Weapons9None9Untrained
Acrobatics17None17BeginnerParkour 1
Performance: Lute, Singing63 (73)None63 (73)GrandmasterImprovised Instrument, Improve Performance 1 & 2, Calm or Incite Emotions 1, Sonic Dissonance, Captivating Performance
Parry17None17BeginnerTwo-Weapon Riposte
Bluff19None19BeginnerFeign Injury 1
Dodge16None16BeginnerUncanny Dodge
Persuasion33None33JourneymanPersuasive Performer 1, 2, & 3
Diplomacy29 (39)None29 (39)ApprenticeCourt Etiquette 1, Remove Racial Barriers 1
Trap Making19None19BeginnerImprovised Trap Making 1
Sense Motive13None13BeginnerEmpathy
Intimidate2None2Untrained
Crossbow3None3Untrained
Disable Traps11None11BeginnerSpot Traps
Tactics17None17BeginnerRedirect
Jump13None13BeginnerStanding Jump
Swimming15None15BeginnerHold Your Breath 1
Investigation12None12BeginnerLie Detector
Negotiation19 (29)None19 (29)BeginnerWalk Away

Spells

SpellBaseModifierTotalRankPerks
Analyze30None30JourneymanCreature Scan 1, Status Indicator 1 & 2
Savage Scorn7None7Untrained
Advanced Heal41None41JourneymanRanged Heal 1, Healing Aura 1, 2, & 3
Cure Poison6None6Untrained
Mend Bones15None15BeginnerHealing 1
Cure Disease4None4Untrained
Back from the Brink4None4Untrained
Charm Creature2None2Untrained

Perks

  • Background: Easygoing, Knows No Shame 1 & 2
  • Sun Elf: Darkvision, +10 Diplomacy, +10 Negotiation, +10 Light Magic
  • Rogue: Sense Danger
  • Rogue: Linguistics
  • Party Leader: Bastion
  • Party Leader: Bastion: Mind Meld 1
  • Party Leader: Bastion: Assign Tank 1
  • Party Leader: Bastion: Toughness
  • Party Leader: Bastion: Spell Defense
  • Party Leader: Bastion: Increased Party Size 1
  • Party Leader: Bastion: Defensive Dome
  • Bard: Greater Inspire Ally
  • Bard: Discourage Foe
  • Bard: Song of Respite
  • Bard: Soothing Performance 1, 2, & 3
  • Bard: Selective Soothing Performance
  • Bard: Extend Bardic Abilities
  • Soothsayer: Bolster Healing 1
  • Soothsayer: You Can’t Have Him 1
  • Soothsayer: Shield Battery 1
  • Defender of the Weak
  • Monster Hunter
  • Nasal Fortitude
  • Goliath Slayer
  • Progenitor

Languages

  • English
  • Common
  • Undercommon
  • Ravanan
  • Ancient Elorian
  • Dwarvish
  • German
  • Peck
  • Abyssal

Spells and skills

Skills

Abracadabra
Abracadabra
Acrobatics
Acrobatics
Acting
Acting
Acting: Comedy
Acting: Comedy
Administration
Administration
Alchemy
Alchemy
Alter Jump
Alter Jump
Architecture
Architecture
Armor smithing
Armor smithing
Armored Casting 1 & 2
Reduces the penalty of casting spells in armor by 25%. Normal: Spell failure chance in heavy armor is 75%. Reduces the penalty of casting spells in armor by an additional 50% (Total: 75%). Normal: Spell failure chance in heavy armor is 75%.
Armored Stealth 1
Decreases stealth penalty for wearing armor by 25%. Normal penalties: light armor 25%, medium armor 50%, heavy armor 100%.
Axe Weapons
Axe Weapons
Backstab 1
Backstab 1
Better Control 1 & 2
Better Control 1 & 2
Blacksmithing
Blacksmithing
Block
Block
Bluff
Bluff
Blunt Weapons
Blunt Weapons
Bone Breaker
Swing with bone-crushing force, gaining an increased chance to break your opponent’s bone. Stamina Cost: 8. Cooldown: 15 minutes.
Bowyer
Bowyer
Calm or Incite Emotions 1
With a successful performance check, you may calm or incite the emotions of nearby creatures, moving the relationship rank either closer to friendly or to hostile, depending on your intent. Before you ask, the attitude ranks consist of the following: enemy, hostile, unfriendly, neutral, friendly, ally, and beloved. This perk can be chosen multiple times, increasing the chance of achieving your desired outcome. Prerequisite: Two ranks in Improve Performance.
Camouflage 1
Camouflage 1
Camouflage 1 & 2
You have an improved ability to blend into your surroundings, gaining near invisibility and increasing your stealth by 30 for sight-based detection checks.
Captivating Performance
Captivating Performance
Carpentry
Carpentry
Carrying Capacity
Carrying Capacity
Carrying Capacity 1
Carrying Capacity 1: Increase carrying capacity by 50 pounds. Normal: Your carrying capacity is equal to your strength score x 5. You can currently carry 55 pounds with no stamina drain.
Claw & Fang
Claw & Fang
Cleave
When you kill or incapacitate a creature with a polearm weapon, you gain an immediate additional attack against a nearby creature. Stamina Cost: 6. Cooldown: 15 seconds.
Climbing
Climbing
Combat Medic 1
You can quickly treat wounds during battle. Bandaging or otherwise healing an ally in battle takes 20% less time.
Cooking
Cooking
Court Etiquette 1
You inherently understand the basic court etiquette of any government that you meet, as long as you can understand their language. Additional ranks will significantly enhance your court etiquette knowledge.
Crossbow
Crossbow
Defense 1
Large Blades. You gain a bonus of +10 to the parry skill when using large blades. Small Blades. You gain a bonus of +10 to the parry skill when using small blades.
Difficult Terrain 1 & 2
Increase ability to hike effectively on difficult terrain, such as ice, by 25%. Increase ability to hike effectively on difficult terrain, such as ice, by an additional 50% (total 75%).
Difficult Terrain 1, 2, 3
Increase ability to hike effectively on difficult terrain, such as ice, by 25%.
Diplomacy
Diplomacy
Direction Sense
No matter where you are or how turned around you are, you are able to find north.
Disable Traps
Disable Traps
Dodge
Dodge
Dodge Anything
Dodge Anything
Driving
Driving
Dual Attack 1 & 2
Chance to hit with both weapons is increased by 50% for this attack. Attempts to block or parry this attack are reduced by 50%. Stamina Cost: 10. Cooldown: 15 seconds. Chance to hit with both weapons is increased by 75% for this attack. Attempts to block or parry this attack are reduced by 75%. Chance to perform critical strike on attacks increased by 25%. Stamina Cost: 10. Cooldown: 15 seconds.
Dual Wield
Dual Wield
Empathy
Empathy
Enchanting
Enchanting
Engineering
Engineering
Faster 1
Faster 1
Feign Injury 1
Whenever you take damage, you can make a bluff check to convince foes that you have a more serious injury. Each rank in this perk increases the believability of your bluff and allows you to feign more serious injuries.
Find the Fastest Path 1
You gain the ability to always find the fastest path to your goal. Party hiking speed increased by 25% when on the fastest path. Prerequisite: Journeyman rank in survival and hiking and the Direction Sense and Never Lost perks.
First Aid
First Aid
Fist of Stone 1
Fist of Stone 1
Flail Defense 1
Large Blades. You gain a bonus of +10 to the parry skill when using large blades. Small Blades. You gain a bonus of +10 to the parry skill when using small blades.
Flails
Flails
Fluid Movements 1
You have learned to fight unarmored, and your reaction speed has adjusted to the freedom doing so allows. You gain a onetime bonus of 10 to the dodge skill.
Foil Smell 1
You are stealthy against more than just sight and sound. This perk allows you to somewhat mask your odors, reducing an enemy’s ability to smell you by 50%. Prerequisite: Journeyman rank in stealth.
Frank Lloyd Was Right
Frank Lloyd Was Right
Gadgetry
Gadgetry
Gathering Creatures
Gathering Creatures
Gathering Plants
Gathering Plants
Heavy Armor
Heavy Armor
Hiking
Hiking
Hit Harder 1
You add 2 points of damage to each small blade attack.
Hit Harder 1 & 2
You add 2 points of damage to each small blade attack. You add an additional 3 points of damage to each small blade attack for a total of 5 damage.
Hold Your Breath 1
Allows you to hold your breath 25% longer than normal
If It Ain’t Baroque, Don’t Fix It
If It Ain’t Baroque, Don’t Fix It
Ignore Defense 1
Large Blades. You gain a bonus of +10 to the parry skill when using large blades. Small Blades. You gain a bonus of +10 to the parry skill when using small blades.
Improve Performance 1 & 2
You can tailor your performance to that of your audience, giving you a 25% bonus on your performance check. Having a good performance results in more affection from the audience, which could lead to tangible gifts such as free drinks or money, in addition to increasing your fame points. Each rank in this perk increases the bonus to your performance. The first rank provides a 25% bonus. You can tailor your performance to that of your audience, giving you an additional 50% bonus (total 75%) on your performance check. Having a good performance results in more affection from the audience, which could lead to tangible gifts such as free drinks or money, in addition to increasing your fame points. Each rank in this perk increases the bonus to your performance.
Improve Senses (Hearing)
Improve Senses (Hearing)
Improve Senses (Sight)
Improve Senses (Sight)
Improved Parry 1
Increases the chance to successfully parry an attack by 10%.
Improved Parry 1 & 2
Increases the chance to successfully parry an attack by 10%.
Improved Performance 1
Improved Performance 1
Improved Quality 1
The chance to produce higher-quality hides increases by 10%.
Improved Quality 1 & 2
The chance to produce higher-quality hides increases by 10%. The chance to produce higher-quality hides increases by 50%.
Improvisation 1
Improvisation 1
Improvised Alchemy 1
Improvised Alchemy 1
Improvised Instrument
You can play a less-than-ideal instrument properly. Examples include lutes with broken strings or using pots and kettles for drums. Each rank in this perk will significantly improve your ability to improvise with a different instrument.
Improvised Tools 1
Reduce the penalty to open locks without thieves’ tools by 25%.
Improvised Trap Making 1
Improvised Trap Making 1
Increase Critical 1 & 2
Increases the chance to perform critical strikes with small blades by 5%.
Increased Critical 1
Increased Critical 1
Increased Damage 1
Increase damage of all thrown weapons by 25%.
Increased Defense 1 & 2
Increases the bonus to defense of heavy armor you are wearing by 2. Further ranks in this perk will continue to increase bonus to defense.
Increased Range 1
Increases range of thrown weapons by 25%.
Inescapable Knots 1
You are able to tie more knots that are hard to deconstruct. +25% effectiveness when using knots to tie up a creature.
Information Gathering
Information Gathering
Intimidate
Intimidate
Investigation
Investigation
Jewelcrafting
Jewelcrafting
Jump
Jump
Large Blades
Large Blades
Leatherworking
Leatherworking
Lie Detector
Lie Detector
Light Armor
Light Armor
Light Armor Mobility
For all intents and purposes, light armor is treated as no armor when it came to moving around in it and general encumbrance.
MacGyver
MacGyver
Magic Defense 1
You use your shield to partially block spells directed at you. You apply your shield’s defense bonus against spells that would normally bypass armor defense. Further ranks in this skill will increase defense applied against such spells.
Material Substitution
Material Substitution
Meditation
Meditation
Mental Resistance 1
Gain an additional 25% resistance to mental attacks against you. Stamina Cost: 15.
Mimicry 1 & 2
You can perfectly mimic another creature that you have heard speak for at least a minute. This includes things you have seen on TV or heard on the radio.
Money For Nothing & the Gritz for Free
Money For Nothing & the Gritz for Free
Negotiation
Negotiation
Never Lost
You always know where you are and cannot be lost. You know the location of any previous destination relative to your current location. This ability works above and below ground. Prerequisite: Direction Sense.
Open Locks
Open Locks
Parkour 1
You are able to traverse obstacles through the use of running, vaulting, jumping, rolling, and other movements in order to travel from one point to another in the quickest and most efficient way possible. Further ranks will continue to increase this perk.
Parry
Parry
Perception
Perception
Perfect Ambidexterity
You can perform any action equally well with either hand. Prerequisite: Apprentice in dual wield.
Performance
Performance
Performance: Lute, Singing
Performance: Lute, Singing
Persuasion
Persuasion
Persuasive Performer 1, 2, & 3
Your skill ranks in persuasion provide a permanent +5 synergy bonus to performance checks.
Polearm
Polearm
Protector 2
Use shield to block attacks at an ally within 5 feet. Stamina Cost: 6. Cooldown: 15 seconds.
Quick Draw
Quick Draw
Quickdraw
Quickdraw
Redirect
Once per battle, you can issue an order and move an ally up to 15 feet. The ally does not take damage during this move.
Remove Racial Barriers 1
You can break down racial barriers. When you employ diplomacy on creatures of other races, the racial penalty will be reduced. Additional ranks of this perk will significantly decrease the racial penalty. Prerequisite: Court Etiquette 1.
Rope Use
Rope Use
See What Is Hidden 1 & 2
Your ability to spot secret doors, traps, and hidden caches is improved by 25%. Your ability to spot secret doors, traps, and hidden caches will be improved by an additional 75%, for a total of 100%.
Seek and You Shall Find 1 & 2
Increases the chance to spot useful plants by 25% and increases the range of spotting plants by 25%. Increase the chance to find plants by an additional 50% (total 75%) and increase the range of spotting plants by an additional 50% (total 75%).
Sense Motive
Sense Motive
Shield Bash 1
You use your shield to bash an enemy, stunning them for a base of 5 seconds. This can be completely or partially resisted by resistances of the creatures you are bashing. This maneuver takes 6 stamina and has a cooldown of 30 seconds. Additional ranks in this perk will increase its effectiveness.
Shield Riposte
When wielding a shield, if you successfully parry a blow with a weapon, you can perform a riposte instantly with your shield. The riposte has an increase chance of scoring a critical hit. Stamina Cost: 6. Cooldown: 30 seconds. Prerequisite: Beginner rank in block.
Siege Weapon Specialization 1 & 2
Siege Weapon Specialization 1 & 2
Sliding Dodge
When successfully dodging an attack, move up to 10 feet in any direction. Cooldown: 1 minute. Stamina Cost: 6
Small Blades
Small Blades
Somersault Dodge
Your body flows within the dance that is combat. When you successfully dodge an attack, you may immediately move 15 feet in a direction of your choosing. Stamina Cost: 6. Prerequisite: Fluid Movement 1
Sonic Dissonance
You can attempt to use your performance skill to disrupt the spells of enemy spellcasters. Spells must have a verbal component for this to work. Once you use this ability, it cannot be used again until the following day. Prerequisite: Master rank in performance.
Spell Defense
Provides a permanent 15% damage reduction from spells or spell-like effects to everyone in the party. Also decreases duration of negative spell effects by 15%.
Spinning Defense
You spin your staff around in a fast circle, improving your chance to block all incoming attacks by 50%. Duration: 10 seconds Stamina Cost: 10. Cooldown: 1 min.
Spot Traps
Spot Traps
Stabilize 1
You can stabilize a wounded target. Applying first aid to a target will provide a 25% higher chance to remove bleeding and other associated debuffs.
Standing Jump
Standing Jump
Staves
Staves
Stealth
Stealth
Stealth Status
Gives you a real time stealth status bar that will allow you to know the status of your stealth skill when trying to stealth around others. Prerequisite: Sense Danger, level 4 Rogue, apprentice rank in stealth.
Story Telling 1
While narrating your story, you are able to use magic to create illusions to illustrate your words. Prerequisite: Ability to cast spells.
Stunning Attack
Blunt Weapons. Gains at 50% chance to stun an opponent for 6 seconds when landing a headshot. Stamina Cost: 12. Cooldown: 1 minute. Note: Duration of stun may be lessened based on other factors. Monk. You can channel ki, your inner power, to attack and disrupt the enemy’s ki and stun them. Stamina Cost: 6. Cooldown: 1 minute.
Survival
Survival
Sweep the Leg
Once per battle, you can mark a target. Attacks against the marked Target have a 5% increased chance of hitting and a 5% increased chance of scoring a critical strike.
Swimming
Swimming
Switch Places
Enact this ability to switch places with an ally within 30 feet. Cooldown: 15 minutes.
Tactics
Tactics
Tailoring
Tailoring
Taking the Measure
Taking the Measure
Throw Sound
You can throw sound to distract your opponent You are able to throw your voice or any movement sounds. Prerequisite: Expert rank in stealth. At least 3 levels in Rogue and a total of 7 character levels.
Thrown Weapons
Thrown Weapons
Time Reduction 1
Time Reduction 1
Tower Defense 1 & 2
Large Blades. You gain a bonus of +10 to the parry skill when using large blades. Small Blades. You gain a bonus of +10 to the parry skill when using small blades.
Tracking
Tracking
Trap Making
Trap Making
Two-Weapon Riposte
Two-Weapon Riposte
Unarmed Combat
Unarmed Combat
Unarmored Defense
Unarmored Defense
Uncanny Dodge
Gives you a chance dodge attacks you don't even know are coming. Prerequisite: Sense Danger.
Walk Away
Walk Away
Weaponsmithing
Weaponsmithing
Webbed Feet 1
Your swim speed increases by 25%.

Spells

Absorb Elements
Casting Time: Instant. Spell Cost: 7. Cooldown: 1 minute. Tier: Simple. Effect: Instantly produce a barrier around the caster, lasting 5 seconds or until absorbing 20 points of magical elemental damage, whichever occurs first.
Acid Burn
Acid Burn
Acid Spray
Casting Time: 3 seconds. Spell Cost: 8. Cooldown: 20 seconds. Tier: Simple. Effect: Acid Spray shoots a small cone of acid 10 feet from the caster’s outstretched fingers, doing 6-12 points of acid damage to anything it hits. Targets within the area of effect will receive an agility check to reduce the damage.
Advanced Heal
Casting Time: 3 seconds. Spell Cost: 8. Cooldown: 30 seconds. Tier: Advanced. The tier 2 version of Minor Heal increases healing from 1-8 +3 (charisma modifier) to 4-16 +3 (charisma modifier). Prerequisite: Minor Heal. Note: All skill levels and perks gained on Minor Heal will carry over to Advanced Heal.
Air Jump
Casting Time: 2 seconds. Spell Cost: 6. Duration: 1 minute. Cooldown: None. Tier: Simple. Effect: You are able to use slight air movements to jump 4 times higher and longer than normal jumps. You also gain the ability to change the direction of your jumps. Requirement: Light or no armor.
Analyze
Casting Time: 2 seconds. Spell Cost: 2. Cooldown: 10 seconds. Tier: Simple. Effect: Analyze an item, creature, or object.
Back from the Brink
Back from the Brink
Burning Hands
Casting Time: 3 seconds. Spell Cost: 8. Cooldown: 20 seconds. Tier: Simple. Effect: Shoots a small jet of flame 10 feet from your outstretched fingers, doing 4-10 points of fire damage to anything it hits. Targets within the area of effect will receive an agility check to reduce the damage.
Category 3
Category 3
Charm Creature
Charm Creature
Comprehend Languages
Casting Time: 15 seconds. Spell Cost: 10. Cooldown: 5 minutes. Tier: Simple. Effect: Grants the caster the ability to speak and read the language of a person nearby. Lasts 8 hours.
Creature Scan 1
Your Analyze spell has a 20% chance to identify a creature’s defensive or offensive ability. Further ranks in this perk will increase the likelihood of this occurring.
Cure Disease
Casting Time: 13 seconds. Spell Cost: 15. Cooldown: 1 minute. Tier: Simple. Effect: The Cure Disease spell will instantly cure any weak disease in the target. Stronger diseases can resist this spell, based on the strength of the disease vs. the skill of the caster.
Cure Poison
Casting Time: 15 seconds. Spell Cost: 10. Cooldown: 30 seconds. Tier: Simple. Effect: The Cure Poison spell will instantly cure any weak poison in the target. Stronger poisons can resist this spell, based on the strength of the poison vs. the skill of the caster.
Delayed Blast
Delayed Blast
Durable
Watery Shield can now absorb up to 50 points of damage before dissipating.
Dust Devil
Casting Time: 10 seconds. Spell Cost: 15. Cooldown: 24 hours. Tier: Advanced. Effect: This spell enables the caster to conjure a weak air elemental, which will appear as a small whirlwind made of dust and debris. The creature will move as directed by the caster but dissipates if separated from the caster by more than 90 feet. The winds of the dust devil are sufficient to put out torches, small campfires, and other open flames of non-magical origin. Any enemies caught inside the whirlwind are blinded for 5 seconds after exiting the whirlwind. Enemies caught inside the dust devil will also take 2-9 points of damage from flying debris for every 5 seconds they remain in the whirlwind. Lasts 1 minute.
Extend Range 1 & 2
Extends the range of Burning Hands by 5 feet.
Fiery Acorns
Casting Time: 15 seconds. Spell Cost: 21. Cooldown: 1 minute. Tier: Advanced. Effect: Create 8 fiery acorns that do 3-12 points of fire damage when they hit something. Chance to catch whatever they hit on fire.
Fog Cloud
Casting Time: 10 seconds. Spell Cost: 7. Duration: 30 minutes. Cooldown: 1 hour. Tier: Simple. Effect: Creates a 30-foot-radius sphere of misty fog centered on you. Visibility in the mist is limited to 5 feet. The sphere will move with you.
Healing 1
When casting Mend Bones, in addition to repairing the bone, heal 2-8 points of damage. Prerequisite: Minor Heal
Healing Aura 1 & 2
Any allies within 10 feet of the recipient of your Minor Heal spell will be healed for half of the healing granted to the main target.
Healing Aura 1, 2, & 3
Any allies within 10 feet of the recipient of your Minor Heal spell will be healed for half of the healing granted to the main target.
Ice Shard
Casting Time: 2 seconds; can channel longer for larger shard. Spell Cost: 6. Cooldown: 10 seconds. Tier: Simple. Effect: Creates a large ice shard that can be flung up to 30 feet away. Does 2-8 points of damage, plus 4 points of damage for each second channeled beyond 2 seconds.
Icy Patch
Casting Time: 3 seconds. Spell Cost: 8. Cooldown: 1 minute. Duration: 1 minute. Tier: Simple. Effect: Creates a 10-by-10-foot patch of ice on the ground.
Increased Comprehension
5% chance of retaining knowledge of the language. Cumulative with multiple castings of the same language.
Increased Deflection 1
Increased Deflection 1
Magic Arrow
Casting Time: 8 seconds. Spell Cost: 9. Cooldown: 30 seconds. Tier: Simple. Effect: Cast a magic arrow that unerringly hits your target, doing 2-8 points of damage. The number of arrows depends on the skill of the spell.
Magnus’s Grasping Tentacles
Casting Time: 5 seconds. Spell Cost: 30. Cooldown: 15 minutes. Tier: Advanced. Effect: Creates 2 tentacles that can appear anywhere within 30 feet of caster. These tentacles attempt to grab and hold anything within 15 feet of them, doing crushing damage as well. More tentacles will appear as skill develops.
Magnus’s Mighty Mitt
Casting Time: 3 seconds. Spell Cost: 34. Cooldown. 1 hour. Tier: Advanced. Effect: Creates a gigantic semi-transparent hand that obeys the caster's will. The hand can swat or punch, doing 12-36 points of damage. The hand can also perform shove or push actions, along with completely grabbing the target, holding them immobile. Target can evade hand with an agility check and break out of hand with a strength check.
Magnus’s Pit of Fun
Casting Time: 5 seconds. Spell Cost: 45. Cooldown: 1 hour. Tier: Advanced. Effect: Summons a 10-foot-square lava pit. Any target caught in the area of effect must make an agility check or fall into the lava, taking 10-14 points of damage per second.
Mend Bones
Casting Time: 30 seconds. Spell Cost: 20. Cooldown: 5 minutes. Tier: Advanced. Effect: The Mend Bones spells restores dem bones, dem bones, dem broken bones.
Mending
Casting Time: 8 seconds. Spell Cost: 6. Cooldown: 1 minute. Tier: Simple. Effect: Repair an item, including weapons and armor.
Mighty 1
Mighty 1
Multiple Allies
Multiple Allies
Multiple Arrows 1
You can now fire 2 arrows with your Magic Arrow spell.
Night Eyes
Casting Time: 12 seconds. Spell Cost: 12. Cooldown: 5 minutes. Tier: Simple. Effect: Target gains Darkvision for one hour.
Quick Cast
Cast time of Wind Wall is reduced from 3 seconds to 1.5 seconds.
Quicksand
Quicksand
Ranged Heal 1
You can cast Minor Heal at a range of 10 feet + charisma modifier (4) x level of this perk. Initial range of heal is 14 feet.
Return Weapons
Return Weapons
Savage Scorn
Casting Time: 2 seconds. Spell Cost: 8. Cooldown: 10 seconds. Tier: Simple. Effect: The Savage Scorn spell mocks an opponent, causing them to fumble their next attack if they fail their resistance check. Savage Scorn is cast as part of an insult directed at your foe.
Seismic Salvo
Seismic Salvo
Shadow Ball
Shadow Ball
Shadow Trap
Shadow Trap
Shadowy Tentacles
Shadowy Tentacles
Shield
Casting Time: Instant. Spell Cost: 10. Cooldown: 1 minute. Tier: Simple. Effect: Creates a magical barrier able to absorb 25 points of damage before dissipating.
Shillelagh
Casting Time: 5 seconds. Spell Cost: 8. Cooldown: 1 hour. Tier: Simple. Effect: The stick, club, or quarterstaff you are holding is imbued with nature’s power, making the weapon magical. The weapon deals an additional 2-8 damage when wielded by the caster. The spell ends when the caster lets go of the weapon.
Sleet Storm
Casting Time: 8 seconds. Spell Cost: 21. Duration: 1 minute. Cooldown: 1 hour. Tier: Advanced. Effect: You conjure a 20-foot-radius storm of sleet, pelting anyone caught in the storm for 4-16 points of damage per second.
Spinning Attack
When you fire an ice shard, it now spins as it leaves your hands, allowing it to travel farther, be more accurate, and do more damage. Increases maximum distance by 10 feet and increases chance to hit and perform a critical strike by 10%.
Status Indicator 1
The system will impose a red bar above creatures displaying the current status of their hit points. Prerequisite: Creature Scan 1.
Status Indicator 1 & 2
The system will impose a red bar above creatures displaying the current status of their hit points. Prerequisite: Creature Scan 1.
Summon Animal Ally
Casting Time: 30 seconds. Spell Cost: 18. Cooldown: 1 hour. Tier: Simple. Effect: Summons an animal ally to fight for you. Remains with you for 10 minutes or until health is gone.
Summon Shadow Familiar
Summon Shadow Familiar
That’s a Big Meatball
That’s a Big Meatball
Thorn Armor
Casting Time: 3 seconds. Spell Cost: 12. Duration: 1 minute. Cooldown: 30 seconds. Tier: Advanced. Effect: Causes spikes to grow from armor, causing 6-9 points of damage per spike.
Varied Summons 1 & 2
When casting Summon Animal Ally, you can vary the animal summoned.
Wall of Stone
Casting Time: 7 seconds. Spell Cost: 19. Cooldown: 1 hour. Tier: Advanced. Effect: Create a 3-inch-thick wall of stone that can be up to 20 feet high and 60 feet wide. The wall is permanent unless dispelled by the caster.
Watery Shield
Casting Time: 1 second. Spell Cost: 8. Duration: 1 minute or until broken. Cooldown: 15 seconds. Tier: Simple. Effect: Creates a shield of thick water in front of the caster, absorbing up to 20 points of damage before dissipating.
Wind Wall
Casting Time: 3 seconds. Spell Cost: 23. Duration: 1 minute or until broken. Cooldown: 1 minute. Tier: Advanced. Effect: A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 25 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a strength-saving throw. A creature takes 3-24 bludgeoning damage on a failed save, and half as much damage on a successful save.

Other

Arien’s Champion
Arien’s Champion
Arien’s Champion: Arien’s Health, Arien’s Aura, Arien’s Resistance, Ageless, Extend Aura, Aura of Valor
Arien’s Champion: Arien’s Health, Arien’s Aura, Arien’s Resistance, Ageless, Extend Aura, Aura of Valor
Background: Curious
Background: Curious
Background: Easygoing, Knows No Shame 1 & 2
You take life as it comes. +50% resistance to fear effects. -50% resistance to suggestions or dares. Out of battle, your curious nature knows no shame, allowing you to learn skills like no other. In battle, you also Know No Shame. Because you made 5 kills by targeting the genitals of other creatures, your critical multiplier has increased from 2 to 3 when attacking this area.
Background: Jokemaker
Background: Jokemaker
Background: Man-E-Faces, Cardio Queen
Allows you to change gender and heritage every 5 levels.
Background: Perfectionist, Protector 2
Increases casting time of spells by 25% and increases damage of those spells by 25%. Use shield to block attacks at an ally within 5 feet. Stamina Cost: 6. Cooldown: 15 seconds.
Background: Rules for Thee, Not for Me
You can ignore base class restriction for the first level and pick any heritage race at level 1.
Bard: Discourage Foe
Using musical talent, you discourage foes within 30 feet of you, subjecting them to 15% reduction in attack speed and -3 damage on all physical attacks. This perk lasts for 1 minute after the Bard is finished singing or playing an instrument. Note: Counts against daily number of Bardic perk uses.
Bard: Extend Bardic Abilities
Bard: Extend Bardic Abilities
Bard: Greater Inspire Ally
Increase the bonus of Inspire Ally to 25% attack speed and +5 damage on all physical attacks. This perk lasts for 1 minute after the Bard is finished singing or playing an instrument. Note: Counts against daily number of Bardic perk uses.
Bard: Selective Soothing Performance
Bard: Selective Soothing Performance
Bard: Song of Respite
Using musical talent, you double the healing regeneration of yourself and any allies that can see or hear you. This perk lasts for 8 hours. Note: Counts against daily number of Bardic perk uses.
Bard: Soothing Performance 1, 2, & 3
Allows you to use your musical talent to heal all creatures within 30 feet of you for 2-8 + 3 (charisma modifier). Note: Counts against daily number of Bardic perk uses.
Chosen
First rat to ever attain a class. Bonus of 15% to all experience earned. Obtained Rational Thought perk.
Chosen: Bonded Ally
Chosen: Bonded Ally
City Administrator: Bring Out the Best 1 & 2
City Administrator: Bring Out the Best 1 & 2
City Administrator: If You Build It, They Will Come
City Administrator: If You Build It, They Will Come
Crafter: Crafting Affinity
Crafter: Crafting Affinity
Crafter: Intuitive
Crafter: Intuitive
Defender of the Weak
Your reputation with good-aligned races is increased by 1 rank. Your reputation with evil-aligned races is decreased by 1 rank.
Engineering Profession: Advanced Engineering 1
Engineering Profession: Advanced Engineering 1
Fear Defier
You have overcome one of your base fears. Gain +25% resistance against all future fear attacks.
Fey: Otherworldly, Limited Glide, +10 to Enchantment & Illusion Spell Domains
Perk gained from fey heritage. Provides 50% resistance to mental attacks. Perk gained from fey heritage. Wings allow for limited glide, and slowly progress toward flight as the person grows in power.
Fighter: Know Pain, No Pain 1
Reduces pain by 1% for each point in vitality.
Fighter: Last Stand
When reduced to 0 hit points, you are instead reduced to 1 hit point. One use per day.
Gnome: Darkvision, Poison Resistance, Gnome’s Cunning
Ability to see in darkness as if it were in dim light. However, you cannot discern color, only shades of gray.
Goliath Slayer
Goliath Slayer
Heritage: +5 Strength, +5 Vitality, Hard as Stone (+6 Defense), +10 to Thrown Weapons
Hardens the skin to near stone, providing a bonus that improves as you level up.
Inventor
Inventor
Kitsune: Enhanced Hearing, Darkvision, +5 to agility and intelligence
Ability to see in darkness as if it were in dim light. However, you cannot discern color, only shades of gray.
Mage: Arcane Scholar
Chance to learn a new spell from a tome is increased by 50%.
Mage: Summoning Domain Specialization 1 & 2
Reduces time to cast spells in this domain by 50%. Also makes learning any tier 1 and tier 2 spells from this domain automatically successful. Grants the ability to learn tier 4 spells. Reduces time to cast spells in this domain by 50%. Also makes learning any tier 1 to tier 3 spells from this domain automatically successful. Grants the ability to learn tier 5 spells.
Magus: Arcane Reservoir (Enhance Weapon, Fast Casting, Weapon Element)
The Magus gains a reservoir of magical energy that can be drawn upon to fuel his combat ability. The reservoir contains a number of points equal to the levels gained in Magus + intelligence modifier. Change the casting time of a spell to instantaneous. Note: Using this ability counts against the Arcane Reservoir daily limit.
Magus: Combat Casting 1 & 2
You can cast evocation spells while wielding weapons in each hand, a two-handed weapon, or a weapon and a shield. The spells take 25% longer to cast, due to additional vocalization requirements of the spell. This perk removes the 25% casting time penalty for casting when wielding weapons (or shield) in each hand.
Magus: Know Pain, No Pain 2
Reduces pain by 2% for each point in vitality.
Magus: Study Foe
You study your foe for 10 seconds, looking for weaknesses. During this time, you cannot cast or attack, but can defend yourself. After the 10 seconds is up, you may be able to identify your target’s weaknesses. Success is dependent on your skill versus the skill of the creature.
Magus: Weapon Proficiency
By practicing with a weapon for a few minutes, you become proficient with that weapon, achieving beginner rank.
Monk: Evasion
Grants a 50% greater chance to avoid area of effect spells.
Monk: Heart Pathway 1(1/3)
Monk: Heart Pathway 1(1/3)
Monk: Heart Pathway 2 (2/3); Heart of Stone
Monk: Heart Pathway 2 (2/3); Heart of Stone
Monk: Heart Pathway 3 (3/3); The Wolverine
Monk: Heart Pathway 3 (3/3); The Wolverine
Monk: Mind Pathway 1 (1/3)
Monk: Mind Pathway 1 (1/3)
Monk: Nature’s Redirect
Once per battle, you can issue an order and move an ally up to 15 feet. The ally does not take damage during this move.
Monk: Smooth Move
You gain the speed of a rushing river. While wearing light or no armor, your speed increases by 25%. This is a permanent passive ability.
Monk: Snatch Arrows
You can catch projectiles thrown or fired at you. Stamina Cost: 4.
Monk: Strength of the Earth
Form an earth stance to gain +10 strength, +10 vitality, and be unable to be moved by others.
Monk: Stunning Attack
Blunt Weapons. Gains at 50% chance to stun an opponent for 6 seconds when landing a headshot. Stamina Cost: 12. Cooldown: 1 minute. Note: Duration of stun may be lessened based on other factors. Monk. You can channel ki, your inner power, to attack and disrupt the enemy’s ki and stun them. Stamina Cost: 6. Cooldown: 1 minute.
Monster Hunter
This title increases the chance to find rare or higher-quality look by 10% when battling unusual monsters.
Nasal Fortitude
Nasal Fortitude
Party Leader: Bastion
A good defense is the best offense. Your leadership provides a +5 bonus to overall party defense skills, such as parry, block, and dodge.
Party Leader: Bastion: Assign Tank 1
You can assign a tank role for your party. The person you designate as tank will receive a +5 skill bonus to parry and block.
Party Leader: Bastion: Defensive Dome
Party Leader: Bastion: Defensive Dome
Party Leader: Bastion: Increased Party Size 1
Add an additional member to your party, allowing the maximum of 5 creatures.
Party Leader: Bastion: Mind Meld 1
You can communicate telepathically with members of your party, within a range of 90 feet.
Party Leader: Bastion: Spell Defense
Provides a permanent 15% damage reduction from spells or spell-like effects to everyone in the party. Also decreases duration of negative spell effects by 15%.
Party Leader: Bastion: Toughness
Adds 10 hit points to all party members.
Progenitor
Progenitor
Rat: Darkvision, Thick Skin, Rational Thought
Ability to see in darkness as if it were in dim light. However, you cannot discern color, only shades of gray. Your skin is harder than normal skin and provides a permanent +2 to defense. Your thinking has evolved beyond survival instincts, and you can use reason and logic in different ways. Bonus of +10 to intelligence.
Resolute
You have demonstrated your resolve in battle. You may apply a onetime bonus of 5 to a stat of your choosing.
Rogue: Linguistics
Special. Your natural aptitude for learning via “Knows No Shame” allows you to learn the Linguistics perk. This perk gives you the ability to learn the basics of a language in a few seconds.
Rogue: Sense Danger
Passive skill granting the ability to sense an incoming attack. This skill greatly reduces the chance of backstab or other stealth attacks working on you. Stamina Cost (when activated): 5.
Scout: Ambush
Gain an additional sneak attack multiplier when surprising a foe.
Scout: Burrower
Can burrow into objects and creatures with supernatural speed.
Scout: Enhanced Senses
When there is no ally within 30 feet of you, your senses are twice as effective.
Scout: Sense Danger
Passive skill granting the ability to sense an incoming attack. This skill greatly reduces the chance of backstab or other stealth attacks working on you. Stamina Cost (when activated): 5.
Soothsayer: Bolster Healing 1
When casting Mend Bones, in addition to repairing the bone, heal 2-8 points of damage. Prerequisite: Minor Heal
Soothsayer: Shield Battery 1
Casting Time: Instant. Spell Cost: 10. Cooldown: 1 minute. Tier: Simple. Effect: Creates a magical barrier able to absorb 25 points of damage before dissipating.
Soothsayer: You Can’t Have Him 1
Soothsayer: You Can’t Have Him 1
Stalwart Guardian: Come Get Some 1 & 2
Stalwart Guardian: Come Get Some 1 & 2
Stalwart Guardian: Last Stand 2
When reduced to 0 hit points, you are instead reduced to 1 hit point. One use per day.
Stalwart Guardian: No You Didn’t
Stalwart Guardian: No You Didn’t
Strategist: Foresight
Strategist: Foresight
Strategist: Need Time to Think 1 & 2
Slows down perceived time, which allows for more time to assess a situation. Does not grant time for physical actions, as this is a perception-based perk. Usable once per day.
Strategist: Planned Insanity
Each plan of yours has a small chance to succeed with a chaotic flair. This ability is a manifestation of the luck stat of the user.
Summoner: Augment Summons 1 & 2
Creatures summoned gain +10 to all physical stats and are larger than normal.
Summoner: Shadow Step
Summoner: Shadow Step
Summoner: Summoner Link
You and your summons have a bond. You can choose to experience all 5 senses of your summoned ally. Range: 1,000 feet. Permanent +5 to your perception skill.
Sun Elf: Darkvision, +10 Diplomacy, +10 Negotiation, +10 Light Magic
Ability to see in darkness as if it were in dim light. However, you cannot discern color, only shades of gray.
Tiefling: Darkvision, Fire Resistance, Thick Skin (+4 Defense)
Ability to see in darkness as if it were in dim light. However, you cannot discern color, only shades of gray. You gain resistance to fire-based magic from your tiefling heritage. Your skin is harder than normal skin and provides a permanent +2 to defense.
Trait: Shadow Touched
Trait: Shadow Touched

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