====== Class feats ======
~~TOC~~
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The feats listed below are tied to one of the six core classes. Unless otherwise stated, you cannot take a class feat more than once
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===== Aeromancer =====
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==== Frenzied blur ====
//Song 2//\\
**Requires**: [[aeromancer#Blurring Speed]]\\
**Benefit**: Reduce the cooldown and the minimum cooldown on Blurring Speed by one round\\
**Normal**: The minimum cooldown on Blurring Speed is 2 rounds\\
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==== Leaf on the wind ====
//Watch how I soar//\\
**Requires**: [[aeromancer#Leap Attack]]\\
**Benefit**: Reduce the cooldown and the minimum cooldown on Leap Attack by 1 round. Reduce the action required for Leap Attack to Free\\
**Normal**: The minimum cooldown on Leap Attack is 1 round. The action required on Leap Attack is Swift\\
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==== Minimal aperture ====
//High battlefield awareness keeps everything in focus//\\
**Requires**: [[aeromancer#Vent]]\\
**Benefit**: Once per round, you may use Vent as a Swift action\\
**Normal**: Vent always requires at least a Move action\\
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==== Turbulent ====
//Heart of the Squall//\\
**Requires**: [[aeromancer#Hurricane]]\\
**Benefit**: Gain one additional use of Hurricane per day\\
**Normal**: You can only use Hurricane once per day\\
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==== Wall of dust ====
//Like opening a 10 year old computer//\\
**Requires**: [[aeromancer#Cloud of Dust]]\\
**Benefit**: You may shape your Cloud of Dust as an unbroken wall in whatever shape you wish. The length of the wall is equal to the number of hexes in the area of the cloud\\
**Normal**: Your Cloud of Dust is cylindrical\\
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===== Hydromancer =====
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==== Ancient remedies ====
//Secret remedies//\\
**Requires**: [[hydromancer#Heal Wounds]]\\
**Benefit**: When healing with Heal Wounds, you may spend a swift action to add 4d6 to the healing formula\\
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==== Quick sphere ====
//If you fall into the quicksphere, you're doomed//\\
**Requires**: [[hydromancer#Sphere]]\\
**Benefit**: Reduce the required action of Sphere from Full to Standard. When using a Move action to maintain the sphere, you may move the sphere 15 feet\\
**Normal**: Sphere requires a Full action to create and a Move action to maintain\\
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==== Swift defense ====
//Swift as a coursing river//\\
**Requires**: [[hydromancer#Defensive Stance]]\\
**Benefit**: You may use a Swift action to release up to 3 orbs for defending against attacks\\
**Normal**: A single action allows you to use a single orb\\
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===== Petramancer =====
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==== Child of the earth ====
//You often forget where the earth ends and you begin//\\
**Requires**: [[Petramancer#Burrow]]\\
**Benefit**: When burrowing, you can hide any evidence of your movements, including entry and exit. Gain a 6d6 bonus when attempting to leave no trace of your movements\\
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==== Counterweight ====
//Pivot//\\
**Requires**: [[petramancer#Wall]]\\
**Benefit**: When creating a wall, you may insert a single bend in the wall of 60°\\
**Normal**: Walls must be a straight line\\
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==== Earthen eyes ====
//You just need to listen//\\
**Requires**: [[petramancer#Detect Lies]]\\
**Benefit**: By sensing vibrations in the earth and developing an extreme sensitivity to the presence of earth, you are able to see around you without use of your eyes. You can even detect the trace minerals present in creatures and even the dust swirling around you. You do not suffer any penalties from the [[conditions#Blinded]] condition or any condition which relies upon blocking sight. At ranges further than 120 feet, the detail you can see with this ability degrades rapidly
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==== Molten earth ====
//Let's see what needles do//\\
**Requires**: [[Petramancer#Compact Earth]]\\
**Benefit**: When using compact earth, you can melt mineral-dense stone or sand into molten rock, or sand into molten glass. Changes damage type to burning and adds 1d6 damage. Molten substance cools after roughly one minute\\
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==== Shifter ====
//Show me what you got//\\
**Requires**: [[petramancer#Shift Earth]]\\
**Benefit**: When using [[petramancer#Shift Earth]], you may also move earth vertically, or rotationally\\
**Normal**: You may only shift earth horizontally\\
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==== Weaver ====
//I tried to picture tremors in the earth, what did they look like?//\\
**Requires**: [[petramancer#Wall]]\\
**Benefit**: Instead of raising your wall from the ground, you may weave interlocking columns of earth, walking yourself forward as you go and leaving a wall of earth behind you. You move at the speed of your wall for as many segments as it takes to complete the length of the wall. The wall must originate at your current location and extend outward normally up to the maximum length\\
**Special**: Weaver increases the speed and maximum speed of the wall by 2H\\
**Normal**: The entire wall rises up from the ground simultaneously\\
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==== Wrecking ball ====
//Boulder hot//\\
**Requires**: [[petramancer#Eathen Sigil]]\\
**Benefit**:
* Grants 1 additional Earthen Sigil use per day
* You may also use Earthen Sigil to increase the size and damage of [[petramancer#Lift Earth]] or [[petramancer#Slam Attack]] as you would with [[petramancer#Boulder Shot]], gaining the same bonuses
* When using Earthen Sigil to expand the size of Boulder Shot, Lift Earth, or Slam Attack, double your strength modifier when calculating the damage formula\\
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==== Wrought stone ====
// In my hands, stone becomes like hot iron//\\
**Requires**: [[petramancer#Stone Armor]]\\
**Benefit**: Stone armor is immediately available for use. Add 6d6 to the hit point formula\\
**Normal**: Stone armor becomes functional after one segment\\
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===== Pyromancer =====
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==== Cosmic power ====
//Darkness will soon be a distant memory//\\
**Requires**: [[pyromancer#Nova]]\\
**Benefit**: The width of Nova increases to 15 feet\\
**Normal**: The width of Nova is 5 feet\\
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==== Dragon's breath ====
//Burn away all impurity//\\
**Requires**: [[pyromancer#Breath]]\\
**Benefit**: Increase the range and maximum range of Breath by 20 feet\\
**Normal**: The maximum range of Breath is 20 feet\\
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==== Heat sink ====
//I've been tripping from sipping the dripping dirty water tap//\\
**Requires**: [[pyromancer#Absorb Energy]]\\
**Benefit**: Extend the range you may absorb energy attack to 30 feet. The absorb intercepts the target instantly, drawing it toward you at a speed of 3H\\
**Description**: Before the energy attack can make it to its target, it is inexorably redirected toward you. As it moves toward you it converts into a bright white light\\
**Normal**: Absorb Energy only applies to attacks that target you\\
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==== Purify ====
//I see the light//\\
**Requires**: [[pyromancer#Healing Light]]\\
**Benefit**: When you heal a target with Healing Light, all negative conditions are removed\\
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===== Martialist =====
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==== Dancing strikes ====
//Real sharpness comes without effort//\\
**Requires**: [[martial#Martial Attack - Unarmed Strike]]\\
**Benefit**: Increase the step taken during the attack from 10 feet to 15 feet. This step can be taken each time you attack with Unarmed Strike\\
**Normal**: The maximum step is 10 feet and can only be taken once per action\\
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==== Deep pool ====
//Your pool of ki overflows with magnificent brilliance//\\
**Requires**: [[martial#Ki Pool]]\\
**Benefit**: The size of your Ki Pool increases by 3\\
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==== Martial savant ====
//Why settle for being a jack of all trades?//\\
**Requires**: Any [[martial#martial attack - melee weapon|Martial Attack]]\\
**Benefit**: You train in all three martial disciplines: Unarmed, Melee Weapon, and Ranged Weapon. You may use the other two [[Martial#Martial Attack]] talents as if they have the improvements of the Martial Attack you selected. You may apply formulas and improvements from the talent you selected. Additionally, you gain proficiency with 3 new weapons\\
**Normal**: You must take [[martial#martial attack - melee weapon|Martial Attack]] three times to be proficient in all three martial disciplines\\
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==== Savage strikes ====
//Tooth and claw, steel and stone//\\
**Requires**: [[martial#Martial Attack - Melee Weapon]]\\
**Benefit**: When making a melee weapon attack, you may spend a swift action to reroll 1's in a hit or damage roll
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==== Swiftshot ====
//The decision to release the bowstring and the action of doing so must be simultaneous//\\
**Requires**: [[martial#Martial Attack - Ranged Weapon]]\\
**Benefit**: You may use both attacks in the same segment\\
**Normal**: You must use your attacks in separate segments\\
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===== Desimancer =====
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==== Electrostatic ====
//Zap, crackle, pop//\\
**Requires**: [[Desimancer#Attract]]\\
**Benefit**: Increase the weight class of items you can levitate to //[[capacity|Medium Load]]//\\
**Normal**: You can lift an item no larger than a //Light Load//, based on your Intelligence score\\
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==== Firecracker ====
//They are going to be opening ketchup bottles for the rest of their lives//\\
**Requires**: [[Desimancer#Mind Bloom]]\\
**Benefit**: When blooms are triggered inside non-living matter, the damage is doubled\\
**Normal**: The damage output is not based on location\\
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==== Steadfast rampart ====
//Iraade hain fauladi himmati har kadam//\\
**Requires**: [[Desimancer#Rampart]]\\
**Benefit**: Increases the duration of Rampart to four segments\\
**Normal**: The duration of Rampart is two segments\\