Blade Wind[Mobility][Strike] FeatPrerequisites: Fighting Level 5; Mobility talent; Evasion talent; Athletics 4 ranks; base Reflex +4.
Action: move; requires Momentum
Effect: Move up to your normal speed, provoking opportunity attacks as normal. As part of this movement, you may attack any number of creatures as a free action, using a non-reach slashing melee weapon. You may not target any particular creature more than once with a single use of this feat. You must threaten a creature as usual in order to attack it.
Cleave[Strike] FeatPrerequisites: Fighting Level 1
Action: swift
Trigger: You deal a Hazard to an opponent with a melee attack that deals slashing damage.
Effect: Make an attack with the same weapon against another opponent you threaten.
Dodge[Mobility][Counter] FeatPrerequisites: Athletics 1 rank.
Action: opportunity
or (free; expend Momentum)
Trigger: You are attacked by an effect that provokes a Defense Save.
Effect: You may replace your Defense save with a Reflex save. If your save is successful, you may negate a Hazard that the attack would have inflicted on you. If no hazard was indicated by the attack's results, you may instead ignore all VP damage the attack would have caused.
Energy Blast[Spell] FeatPrerequisites: Caster Level 1; applicable seed.
Action: standard
Base MP Cost: 1 MP
Seeds: cold, fire, lightning, radiant, thunder, weave
Target: one creature or object within range.
Base Effect: Make a spell attack against the target (range 4 / 8 / 12): 2d4 impact, peril +0.
Augment:- MP +1 (cumulative): Add an additional target. All targets must be within 6 cells of each other; use the harshest applicable range penalty for all targets. Reduce attack impact to 1d4.
- MP +1: Attack ranges increase to 6 / 12 / 24.
- MP +2: Increase attack impact to 3d4, or 2d4 for multiple targets.
- MP +3: Attack ranges increase to 12 / 30 / 80.
Seed Effects:- Cold: damage is cold.
- Fire: damage is fire.
- Lightning: damage is electric.
- Radiant: damage is radiant.
- Thunder: damage is sonic.
- Weave: damage is typeless.
Energy Strike[Spell][Strike] FeatPrerequisites: Caster Level 1; applicable seed.
Action: standard
Base MP Cost: 1 MP
Seeds: cold, fire, lightning, radiant, thunder
Base Effect: Make a melee attack with +1d6 Impact. This spell does not provoke opportunity attacks.
Augment:- MP +1: Make a ranged attack instead of a melee attack.
Seed Effects:- Cold: damage is cold in addition to your weapon's normal damage type.
- Fire: damage is fire in addition to your weapon's normal damage type.
- (MP +1): Your attack gains reach.
- Lightning: damage is electric in addition to your weapon's normal damage type.
- Thunder: damage is sonic in addition to your weapon's normal damage type.
Mage FlightFeatPrerequisites: Caster Level 5.
Action: move
Effect: Fly at your normal speed. You are considered to have good maneuverability.
Drawback: When this feat is active, you lose 1 MP from your MP Pool. You may activate or deactivate this feat with an extended rest, and while it is deactivated, you recover your lost MP.
Quick Shift[Mobility] FeatPrerequisites: Kobold kit
or (base Reflex +3; Athletics 4 ranks; Mobility talent).
Action: swift
Effect: Shift one cell.
Normal: A move action is required in order to shift.
Snap Kick[Strike] FeatPrerequisites: Humanoid Type, Unarmed Proficiency talent; Fighting Level 1.
Action: swift; expend Momentum
Effect: Make an unarmed attack.
Tactical Blink[Spell] FeatPrerequisites: Caster Level 3.
Action: standard
Base MP Cost: 2 MP
Seeds: air, fire, lightning, madness, mind, plant, shadow, weave
Target: self.
Base Effect: Teleport up to your speed.
Augment:- MP +1: cast this spell as a move action.
- MP +1 (cumulative): The range of your teleportation increases by five cells.
Seed Effects:- Fire:
- MP+2: Cast this spell as an opportunity action in response to an attack that targets you. You must end your teleportation adjacent to the creature who attacked you.
Two-Weapon Tempest[Strike] FeatPrerequistes: Fighting Level 5; Dexterity 5 ranks; Two-Weapon Fighting feat.
Action: swift
Effect: Make a melee attack with a light, offhand weapon. If you have already made an attack with your primary weapon against the same target this turn, your attack gains +1d4 impact.
Benefit: When you wield a weapon in each of at least two hands, gain a +3 [shield] bonus to your Defense Save.
Two-Weapon Fighting[Strike] FeatPrerequisites: Dexterity 3 ranks
or Fighting Level 2
Action: swift; expend momentum
Effect: If you have already made an attack this turn using your primary weapon, make an attack with your offhand weapon.
Benefits:- When you wield a weapon in each of at least two hands, gain a +2 [shield] bonus to your Defense Save.
- You may attack with your offhand weapon using your normal attack accuracy.
Normal: Attacking with your offhand weapon requires a standard action, and counts as using an improvised weapon.
Weapon Ward[Spell] FeatPrerequisites: Caster Level 1.
Action: standard
Base MP Cost: 1 MP
Seeds: cold, death, earth, fire, lightning, luck, metal, mind, plant, radiant
Target: one touched creature.
Duration: five minutes or until expended.
Base Effect: Target may replace a Defense save against a weapon attack with your Spellcraft check. If the save is successful, the spell is expended.
Sustain: As an opportunity action, you may spend 1 MP to prevent the spell being expended when it has its effect.
Augment:- MP +1: Cast this spell as a swift action. You must be the target of the spell.
- MP +2: Cast this spell using a non-applicable seed.
- MP +3: You may target a number of creatures equal to your Spellcraft modifier. All targets must be within six cells of each other, and one of them must be within the spell's normal range.
Seed Effects:- Cold: An adjacent attacker who makes a melee attack against the target takes 1 VP of cold damage.
- Earth:
- (MP +1): If an attack exceeds the target's AV, and the target saves successfully against the attack, expend the spell to prevent any effects due to the target's AV being exceeded.
- Fire: An adjacent attacker who makes a melee attack against the target takes 1 VP of fire damage.
- (MP +2): You may cast this spell as an opportunity action. You may cast the spell after the attack to be warded is announced, but before its impact has been rolled.
- Luck:
- (MP +0): The spell is not expended on a successful save. The spell is expended on a failed save.
- Metal:
- (MP +1): If an attack exceeds the target's AV, and the target saves successfully against the attack, expend the spell to prevent any effects due to the target's AV being exceeded.
- Plant:
- (MP +1): Sustaining the spell is a free action, rather than an opportunity action. Sustaining still requires 1 MP.