Abilities
From Wycliffsetting
About Progression: You choose two abilities at level 1 (If spellcaster or martial adept), or 3 if neither. Then you take a talent on every odd level there after. Non-spellcasters-or-martial-adepts also get bonus feats at levels 5, 10, 15, and 20.
Contents |
[edit] Feats
Any of the following feats can be taken, if you meet the requirements:
- Acrobatic
- Agile
- Alertness
- Athletic
- Blind-Fight,
- Brachiation
- Combat Expertise
- Danger Sense
- Dodge
- Endurance
- Far Shot
- Great Fortitude
- Hear the Unseen
- Improved Initiative
- Improved Swimming
- Iron Will
- Lightning Reflexes
- Mobility
- Point Blank Shot
- Precise Shot
- Quick Draw
- Quick Reconnoiter
- Rapid Reload
- Shot on the Run
- Skill Focus
- Spring Attack
- Track
- Any Fighter Bonus Feat
- Any Metamagic Feat
- Skill Focus (Concentration)
- Skill Focus (Spellcraft)
- Any Metamagic Feat
- Spell Mastery
- Spell Focus
- Greater Spell Focus
- Combat Casting
- Improved Combat Casting
- Tattoo Focus (see Red Wizard)
- Spell Pool Bonus
- Improved Familiar
- Drain Resistance (Lower Drain DC by 1)
- Improved Drain Resistance (lower Drain DC by 1)
- Familiar Spell (lower Drain DC by 4 on a single spell)
[edit] Divine
Turn/Rebuke Undead
Prerequisites: Must be picked at Level 1
Description: As Cleric Ability
[edit] Evasion and Subtlety
Sneak Attack
Prerequisites: Must be picked at Level 1
Description: Sneak attack damage [Character-Level/2]d6.
Canny Defense
Prerequisites: Must be picked at level 1
Description: As Duelist Ability. Also adds INT modifier to initiative.
Wisdom AC Bonus
Prerequisites: Must be picked at level 1
Description: As Swordsage Ability
Uncanny Dodge
Prerequisites: Level 2
Description: As Rogue Ability.
Evasion
Prerequisites: Uncanny Dodge
Description: As Rogue Ability.
Improved Uncanny Dodge
Prerequisites: Uncanny Dodge
Description: As Rogue Ability.
Improved Evasion
Prerequisites: Evasion
Description: As Rogue Ability.
Defensive Roll
Prerequisites: Improved Evasion
Description: As Rogue Ability.
Slippery Mind
Prerequisites: Evasion
Description: As Rogue Ability.
Hide in Plain Sight
Prerequisites: Evasion
Description: As ability for Scouts
[edit] Battle Talents
Battle Clarity
Prerequisites: High BAB
Description: As Warblade Ability.
Battle Ardor
Prerequisites: Battle Clarity
Description: As Warblade Ability.
Battle Cunning
Prerequisites: Battle Ardor
Description: As Warblade Ability.
Battle Skill
Prerequisites: Battle Cunning
Description: As Warblade Ability.
Battle Mastery
Prerequisites: Battle Skill
Description: As Warblade Ability.
Skirmish
Prerequisites: Must be taken at 1st level.
Description: As ability for Scouts; scales with level.
Rage
Prerequisites: Must be taken at 1st level.
Description: As ability for Barbarians; scales with level.
Battle Fortitude +1
Prerequisites: 2nd Level, Skirmish.
Description: As ability for Scouts. Can be taken multiple times.
Weapon Aptitude
Prerequisites: Weapon Focus
Description: As Warblade Ability
[edit] Martial Adept Talents
Dual Boost 3/day
Prerequisites: 20th Level, Martial Adept
Description: As ability for Sword Sages
Stance Mastery
Prerequisites: 20th Level, Martial Adept
Description: As ability for Sword Sages
[edit] Perform Related Talents
Inspire Courage + Countersong + Fascinate
Prerequisites: Perform 3 ranks Description: As Bard Abilities
Inspire Competence
Prerequisites: Perform 6 ranks, Inspire Courage
Description: As Bard Ability
Suggestion
Prerequisites: Perform 9 ranks, Fascinate
Description: As Bard Ability
Inspire Greatness
Prerequisites: Perform 12 ranks, Inspire Competence
Description: As Bard Ability
Song of Freedom
Prerequisites: Perform 15 ranks, Countersong
Description: As Bard Ability
Inspire Heroics
Prerequisites: Perform 18 ranks, Inspire Greatness
Description: As Bard Ability
Mass Suggestion
Prerequisites: Perform 21 ranks, Suggestion
Description: As Bard Ability
[edit] Spellcasting Related
Armored Mage - Medium
Prerequisites: Med. or High BAB, Martial Weapon Proficiency, Medium Armor Proficiency
Description: Ignores spell-failure from light shields and medium armor.
Armored Mage - Heavy
Prerequisites: High BAB, Heavy Armor Proficiency.
Description: Ignores spell-failure from light shields and medium armor.
Familiar
Prerequisites: Arcane Caster
Description: As ability for Wizards/Sorcerers
Increased Spell Pool
Prerequisites: Arcane, Divine, or Spirit Caster.
Description: Permanently increases your spell pool by +1. May be taken multiple times, and its effects stack.
Watchful Spirit
Prerequisites: Arcane Caster
Description: As Wu Jen ability.
Student of Chaos
Prerequisites: Must be taken at 1st Level, Arcane Caster.
Description: As ability for Wild Mages, with the following added effect: every time you cast a spell, you must roll a 1d10. On a result of 1, you trigger a wild surge. Roll a % dice, and consult the list Wild Mage to determine the result. Furthermore, if you take this ability, you cannot learn any metamagic feats.
Scribe Scroll
Prerequisites: Arcane Caster
Description: As ability for Wizards/Sorcerers
Spell Secret
Prerequisites: Arcane or Spirit Caster Description: As Wu Jen ability; may be taken up to five times. Each time this ability is taken, you must also select a taboo.
Draw Spellglyph
Prerequisites: Must know Glyph of Warding Spell, Scribe Scroll, Decipher Script 7 ranks, Knowledge Arcana 7 ranks
Description: As Geometer Ability
Book of Geometry
Prerequisites: Draw Spellglyph
Description: As Geometer Ability
Sigilsight
Prerequisites: Book of Geometry
Description: As Geometer Ability
Pass Sigil
Prerequisites: Sigilsight
Description: As Geometer Ability
Powerful Spellglyph
Prerequisites: Pass Sigil, Must know spell 'Greater Glyph of Warding'
Description: As familiar ability for Wizards/Sorcerers
Arcane Fire
Prerequisites: Arcane Caster, 18th Level, or Wild Magic. (If acquired through wild magic, you do not have to permanently reduce your spell pool)
Description: As ability for Archmages - NOTE: Archmage abilities that require loosing a spell slot instead require permanently loosing a spell pool point.
Mastery of Counterspelling
Prerequisites: 14th Level, Arcane Caster
Description: As ability for Archmages - NOTE: Archmage abilities that require loosing a spell slot instead require permanently loosing a spell pool point.
Mastery of Elements
Prerequisites: 16th Level, Arcane Caster
Description: As ability for Archmages - NOTE: Archmage abilities that require loosing a spell slot instead require permanently loosing a spell pool point.
Mastery of Shaping
Prerequisites: 12th Level, Arcane Caster
Description: As ability for Archmages - NOTE: Archmage abilities that require loosing a spell slot instead require permanently loosing a spell pool point.
Spell-Like Ability
Prerequisites: 10th Level, Arcane Caster
Description: As ability for Archmages - NOTE: Archmage abilities that require loosing a spell slot instead require permanently loosing a spell pool point.
Enhanced Specialization
Prerequisites: Tattoo Focus, 6th Level, School Specialization.
Description: As ability for Red Wizards; also permanently increases your spell pool by +1.
Specialist Defense +1
Prerequisites: Enhanced Specialization.
Description: As ability for Red Wizards. May be taken up to 4 times, to a bonus of +4
Spell Power +1
Prerequisites: Enhanced Specialization, OR any 'Mastery' Ability.
Description: As ability for Red Wizards. May be taken up to 5 times, to a bonus of +5.
Circle Leader
Prerequisites: Level 12, Tattoo Focus
Description: As ability for Red Wizards.
Great Circle Leader
Prerequisites: Level 16, Circle Leader
Description: As ability for Red Wizards.
Wild Magic
Prerequisites: Student of Chaos, 4th Level, Arcane Caster
Description: The effect depends on your level - 4th Level: Reduce your caster level by 2 for all spells you cast from now on. However, every time you cast a spell, add 1d4 to your adjusted caster level.
8th Level: Reduce your caster level by 3 for all spells you cast from now on. However, every time you cast a spell, add 1d6 to your adjusted caster level.
12th Level: Reduce your caster level by 4 for all spells you cast from now on. However, every time you cast a spell, add 1d8 to your adjusted caster level.
16th Level: Reduce your caster level by 5 for all spells you cast from now on. However, every time you cast a spell, add 1d10 to your adjusted caster level.
20th Level: Reduce your caster level by 6 for all spells you cast from now on. However, every time you cast a spell, add 1d12 to your adjusted caster level.
Reckless Dweomer
Prerequisites: 10th Level, Wild Magic
Description: As a standard action, you may use a spell-pool point to activate your Wild Surge ability. You must choose your target before you roll for the effects. Roll a 1d6 to determine any effects which may vary by spell level. Consult the list Wild Mage.
Random Metamagic
Prerequisites: Wild Magic Sudden Metamagic: Anytime you:
- A - roll either the minimum or maximum to your Wild Magic level adjustment (for example, the results of a 1 or a 6 on a 1d6)
- B - roll a natural 20 to resist drain
you can apply to the spell any metamagic feat you meet the requirements of. Wild Mages are otherwise unable to apply metamagic feats, and cannot normally learn metamagic feats.
[edit] Shapeshifting
Wild Shapes
Prerequisites: Must be taken at 1st level (even though it has no effect until 5th level :X) Spirit Caster. Mutually exclusive with hybrid form.
Description: As ability for Druids - scales up to 15th level (no elemental forms)
Hybrid Form
Prerequisites: Must be taken at 1st level.
Description: You may choose an animal from the following list; you transform into a hybrid form of that animal. You always maintain hybrid form.
- Wolf - +1 Str, +2 Dex - 1d4 claw attacks, Scent Ability, +4 Listen Checks
- Eagle - +1 Str, +2 Cha - 1d4 talon attacks, wings (good maneuverability), +4 Spot Checks
- Bear - +2 Str, +2 Con - 1d6 claw attacks, Improved Grapple
- Tiger - +3 Str - 1d4 claw attacks, +4 hide, +4 move silently
- Raven - +2 Dex, +2 Wis - wings (average maneuverability), +4 Bluff checks, +4 Diplomacy
- Owl - +2 Dex, +2 Int - wings (good maneuverability), 1d4 talon attack, +4 Listen checks, Dark Vision
- Deer - +1 Str, +1 Dex, +1 Con - 1d6 gore attack, +10 move, +4 Hide, +4 Move Silently
- Boar - +1 Str, +2 Con - 1d6 tusk attack, Diehard Feat, Rage
- Dragon - +1 Str, +2 Cha - Natural DR 1/--, Breath Weapon [ECL/2 d6], claws 1d4, tail 1d6, trip attack
- Poison Snake - +3 Dex - 1d4 poison bite (d4 dex damage), +1 Reflex Saves, +4 Hide, +4 Move Silently, +4 Escape Artist
- Constrictor - +2 Str, +1 Dex, +1 Con - +4 fortitude saves, +4 Hide, +4 Move Silently, +4 Escape Artist
Full Animal Form
Prerequisites: Hybrid Form
Description: You further gain features of your selected animal, doubling the stat and skill check bonuses, and gaining new features while in this form.
- Wolf - Trip Attack, +10 move
- Eagle - d6 talon attack
- Bear - Improved Grab
- Tiger - 2d6 rake attack
- Raven - +4 to all knowledge checks (always active)
- Owl - +8 Spot
- Deer - +20 move
- Boar - DR 5/--, Greater Rage
- Dragon - DR 5/--, Breath Weapon d8
- Poison Snake - +5 Reflex Saves, 1d6 dex damage
- Constrictor - 1d6+STR bite, Improved Grab, Improved Constrict (1d6+STR+CON)
Morphic Immunities + Morphic Weapons
Prerequisites: Hybrid Form, or Wild Shapes
Description: As ability for Warshaper
Nature's Armament
Prerequisites: Wild Shapes
Description: As ability for Nature's Warrior. May be taken up to three times, each time selecting a different ability.
Morphic Body
Prerequisites: Hybrid Form, or Wild Shapes, Morphic Immunities + Morphic Weapons
Description: As ability for Warshaper
Morphic Reach
Prerequisites: Hybrid Form, or Wild Shapes, Morphic Body Description: As ability for Warshaper
Morphic Healing
Prerequisites: Hybrid Form, or Wild Shapes, Morphic Reach
Description: As ability for Warshaper
Flashmorph/Multimorph
Prerequisites: Hybrid Form, or Wild Shapes, Morphic Healing
Description: As ability for Warshaper
[edit] Runes
Rune Binding
Prerequisites: Must be taken at 1st level. Spirit Caster.
Description: As Kensai Signature Weapon ability; scales only until 10th level.
Learn Rune
Prerequisites: Rune Binding - may be taken multiple times, each time learning a new rune (up to five runes)
Description: When applying any of the following runes to yourself, you must pay a certain amount of experience based on the number of runes you have already applied on yourself (see Kensai Signature Weapon Ability - exp progression is the same). In addition to the experience cost, you also take the corresponding taboo. Now that you know the Rune, you may also apply the runes unto other non-shamans. They must pay double the experience cost you do to attain a rune.
- Arrowfoot Rune - As Tattooed Monk Ability - Cannot kill
- Bamboo Rune - As Tattooed Monk Ability - Cannot light fires
- Bat Rune - As Tattooed Monk Ability - Cannot own more than you can carry
- Bellflower Rune - As Tattooed Monk Ability - Cannot touch dead bodies
- Butterfly Rune - As Tattooed Monk Ability - Must wear bright colors
- Centipede Rune - As Tattooed Monk Ability, 9th Level Required - Cannot wear green
- Crab Rune - As Tattooed Monk Ability - Must bathe every day
- Chrysanthemum Rune - As Tattooed Monk Ability - Cannot wear black
- Dragon Rune - As Tattooed Monk Ability - Cannot have intimate actions
- Dragonfly Rune - As Tattooed Monk Ability - Must bathe every morning
- Lion Rune - As Tattooed Monk Ability - Must eat meat every day
- Monkey Rune - As Tattooed Monk Ability - Cannot Bathe
- Crescent Moon Rune - As Tattooed Monk Ability, 13th Level Required - Cannot wear white
- Full Moon Rune - As Tattooed Monk Ability - Cannot drink alcohol
- Mountain Rune - As Tattooed Monk Ability - Cannot sprint
- Nightingale Rune - As Tattooed Monk Ability - Must take an hour during sunset or sunrise to sing
- Phoenix Rune - As Tattooed Monk Ability, 11th Level Required - Must burn incense and meditate 1 hour every day
- Sun Rune - As Tattooed Monk Ability - Cannot smoke
- Tortoise Rune - As Tattooed Monk Ability - Cannot sprint
- Unicorn Rune - As Tattooed Monk Ability - Cannot eat meat
- Wasp Rune - As Tattooed Monk Ability - Must make an offering of fresh flowers every day
- White Mask Rune - As Tattooed Monk Ability - Cannot tell others their name
[edit] Ascension
Divine Grace
Prerequisites: 2nd Level, Divine or Spirit Casters
Description: As ability for Paladins
Aura of Courage
Prerequisites: 3rd Level, Divine Grace
Description: As ability for Paladins
Purity of Body
Prerequisites: 5th Level, Divine Grace
Description: As ability for Monks
A Thousand Faces
Prerequisites: 13th Level, Spirit Casters
Description: As ability for Druids
Diamond Soul
Prerequisites: 13th Level, Purity of Body
Description: As ability for Monks
Timeless Body
Prerequisites: 15th Level, Diamond Soul
Description: As ability for Druids
Tongue of Sun and Moon
Prerequisites: 15th Level, A Thousand Faces
Description: As ability for Monks
Perfect Self
Prerequisites: 20th Level, Tongue of Sun and Moon and/or Timeless Body
Description: As ability for Monks
[edit] Trap Related
Trapfinding
Prerequisites: None
Description: As Rogue Ability.
Trap Sense +1
Prerequisites: Trapfinding
Description: As Rogue Ability. Can be taken multiple times (to a maximum of +10), and effects stack