You gain +3 Perform, and gain +4 more Perform when impersonating someone/something else.
Upgrade: +6 more Perform when impersonating.
Upgrade: You may take the higher of 2d20 rolls when using Perform to impersonate.
Attention To Detail
You gain +3 Detection, as well as a critical success on a roll of 19-20.
Upgrade: +3 Detection, as well as a critical success on a roll of 18-20.
Upgrade: You may take the higher of 2d20 rolls on any Detection check.
Charger
If you make no Attacks this turn, you may move into occupied spaces, pushing objects/enemies into adjacent spaces.
Chug
Drinking a liquid (no more than a quart) takes 1 Action instead of 4.
Concentration
You gain +2 Will. While using an ability that requires concentration, you gain +2 Move Actions.
Dodge
You gain +3 Reflex. If you successfully dodge an attack with Reflex, you may shift 1 space. This can happen anytime.
Dual-Wield Finesse
Requires 7 FA. While wielding 2 Finesse weapons, you may use them both in the same attack. The Actions required for this attack are from whichever weapon is slower. A separate attack roll must be made for each weapon, unless they are the same weapon - then a singular roll can count for both attacks.
Dual-Wield Heavy
Requires 7 HA. While wielding 2 Heavy weapons, you may use them both in the same attack. The Actions required for this attack are from whichever weapon is slower. A separate attack roll must be made for each weapon, unless they are the same weapon - then a singular roll can count for both attacks.
Dual-Wield Light
Requires 7 LA. While wielding 2 Light weapons, you may use them both in the same attack. The Actions required for this attack are from whichever weapon is slower. A separate attack roll must be made for each weapon, unless they are the same weapon - then a singular roll can count for both attacks.
Dungeon Delver
Passive. You gain +3 Detection when detecting traps, +3 to all Defenses when avoiding traps, and take half damage from all traps.
Favored Enemy
Passive. Choose a Race to be a Favored Enemy. You gain +2 to all Defenses, Attacks, and Damage when battling this enemy.
Aberrations/Demons.
Beasts.
Constructs.
Dragons/Sahuagin.
Dwarves/Halflings.
Elves/Drow.
Giants/Trolls.
Goblins/Kobolds.
Humans.
Orcs/Ogres.
Spirits/Elementals.
Undead.
Fleet-footed
You gain +2 Move actions each turn.
Innovation
You may take the higher of 2d20 Intelligence rolls once per day.
Keen Mind
You gain +3 Survival and can always tell direction, time of day, and details of anything you’ve experienced in the past month.
Large Hands
You treat all 2-handed weapons like 1-handed weapons. However, you suffer -2 to all attacks, spells, and damage rolls while wielding 2H weapons.
Lightning Reflexes
You may add your Acrobatics skill to Initiative rolls.
Mage Slayer
If someone next to you casts a spell, you may instantly make a Basic Attack against them. This does not take up any actions on your turn.
Martial Arts
You deal +2d damage with your Unarmed attacks.
Upgrade: +2d damage.
Narcoleptic
You must take a nap every few hours, but receive the benefit of a long rest each time.
Pacifist
Passive. If you have gone at least 24 hours without making any Attack actions, you may take the higher of 2d20 rolls for all your skills and abilities. Lasts until the moment you make an Attack action.
Parry
You gain +4 Fortitude for each melee weapon you currently wield. Shields do not count as weapons.
Upgrade: You also gain +2 Reflex for each weapon.
Physician
Passive. You gain +3 Medicine, as well as a critical success on a roll of 19-20.
Upgrade: You gain +3 Medicine, as well as a critical success on a roll of 18-20.
Upgrade: You may take the higher of 2 rolls when using a Medikit, and can use it as often as you'd like in battle.
Point-Blank
If you use a Ranged attack on an adjacent target, you deal the maximum damage of that attack. You must already meet the weapon's Ranged Attack requirement.
Sidestep
Making an Attack gives you 1 extra Move action.
Upgrade: Gives you 3 extra Move actions.
Steely Surgeon
Passive. You may use Medikits on yourself.
Upgrade: Medikits cost -2 actions to use.
Sniper
If you use a Ranged weapon to attack a target at least 20 spaces away, you gain +7 Ranged Attack. You must already meet the weapon's Ranged Attack requirement.