====== Advent feats ======
~~TOC~~\\
The feats listed below are tied to a specific [[advent classes|Advent Class]]. Unless otherwise stated, they require at least one level in the respective Advent Class
Unless specifically stated, you cannot take an Advent feat more than once\\
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===== Air adept =====
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==== Hummingbird ====
//Make me a bird//\\
**Requires**: [[aeromancer#Glider Flying]]\\
**Benefit**: Increase your hover speed and flying speed by 1H\\
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==== Sonic boom ====
//When in doubt, sonic boom//\\
**Requires**: [[air adept#Shockwave]]\\
**Benefit**: Increase the dice bonus of the offensive formula by 1d6\\
**Normal**: The cap on the dice bonus for Shockwave is 4d6\\
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==== Windwalker ====
//I can see the leaves in the wind//\\
**Requires**: [[air adept#Grasp the Wind]]\\
**Benefit**: Extend the duration of Grasp the Wind by 3 rounds. Additionally, you can sense enough detail to distinguish objects or creatures provided they have some significant phyisical difference\\
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===== Animancer =====
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==== Dual spirit ====
//Who is it that knows there is no ego?//\\
**Requires**: [[animancer#Bind Air]] or [[animancer#Bind Water]] or [[animancer#Bind Earth]] or [[animancer#Bind Fire]]\\
**Benefit**: You may summon an elemental twice per day\\
**Normal**: You may only summon an elemental of a specific type once per day\\
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==== Aperture control ====
//The stomach detour is critical//\\
**Requires**: [[animancer#Bind Air]] or [[animancer#Bind Water]] or [[animancer#Bind Earth]] or [[animancer#Bind Fire]]\\
**Benefit**: When creating an elemental, you may increase or decrease the hit points required to summon an elemental, increasing or decreasing your control over the elemental
* Increase the hit points required to create an elemental by 10 hit points per 1d6 you sacrifice. You may direct your elemental's basic actions as a free action
* Decrease the hit points required to create an elemental by 5 hit points per 1d6 you sacrifice. This elemental may not benefit from [[animancer#Spirit Bond]]
**Normal**: When you create a [water] elemental, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6\\
**Special**: Using this feat, it is possible to lose all your hit points when creating an elemental, giving yourself the [[conditions#dying]] condition\\
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===== Cleromancer =====
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==== Augury of the eternal sun ====
//I am the darkness and the light//\\
**Requires**: [[cleromancer#Golden Augury]]\\
**Benefit**: You gain an additional 2d6 when rolling Golden Augury\\
**Normal**: Golden Augury is capped at 6d6\\
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==== Divine eye ====
//There is no time, there is only an eternal now//\\
**Requires**: [[cleromancer#Foresight]]\\
**Benefit**: Reduce the cooldown on Foresight by 1 round and lower the minimum cooldown by 1 round\\
**Normal**: The minimum cooldown of Foresight is 1 round\\
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==== Waxing moon, waning sun ====
//We are men of action, lies do not become us//\\
**Requires**: [[cleromancer#Boon of Action]] or [[cleromancer#Boon of Reaction]], Cleromancer level 4\\
**Benefit**: Once per day, add 6d6 to a skill roll on which you have [[combat#advantage]]\\
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===== Dreamwalker=====
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==== Abyss ====
//We see what we want to see//\\
**Requires**: [[dreamwalker#Dreaming Well]]\\
**Benefit**: You may make your dreaming well more powerful, but it also effects you, requiring you to pass the Resolve Check. Increases the range by 4 hexes, the range interval to 10 feet, and increases the initial difficulty by 2
^ Distance (hexes) ^ Increased Check ^ Normal Check ^
| 1 | 6 | 4 |
| 2 | 6 | 3 |
| 3 | 5 | 2 |
| 4 | 5 | 1 |
| 5 | 4 | - |
| 6 | 4 | - |
| 7 | 3 | - |
| 8 | 3 | - |
**Normal**: The dreaming well does not affect you, and it has a range of 4 hexes\\
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==== Daywalker ====
//All of our strengths, none of our weaknesses//\\
**Requires**: [[dreamwalker#Waking Dream]] and [[dreamwalker#Weaver]]\\
**Benefit**: At your option, you may remain awake and conscious when dreamwalking. With focus, you can even carry on conversations in the material realm while also dreamwalking\\
**Normal**: You enter the astral realm when dreamwalking, putting you to sleep, or into a meditative state\\
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==== Leap of faith ====
//Only in a leap from the lion's head, shall I prove my worth//\\
**Requires**: [[dreamwalker#Astral Step]]\\
**Benefit**: You may use your astral range from [[dreamwalker#Stargazer]] and apply it to [[dreamwalker#Astral Step]]\\
**Normal**: You must improve the astral range of [[dreamwalker#Astral Step]] separately from [[dreamwalker#Stargazer]]\\
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==== Misdirection ====
//Dreamers often lie//\\
**Requires**: [[dreamwalker#Obsidian Dreamer]] and [[dreamwalker#Weaver]]\\
**Benefit**: When are targeted by scrying, you can fabricate and control the resulting vision as if it were a dream. Your dreamwalking skills and limitations apply\\
**Normal**: Revenants and Ki Spirits are simply unable to scry your location, your past, your present\\
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==== Star strider ====
//A golden glittering star, a light from the shadows//\\
**Requires**: [[dreamwalker#Dreamwalker]]\\
**Benefit**: You may target creatures within any gravity well within your current star system, provided you have the range\\
**Normal**: You must be in the same gravity well to target a creature's dreams\\
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==== Tangential ====
//The same old pieces of colored glass//\\
**Requires**: [[dreamwalker#Obsidian Dreamer]]\\
**Benefit**: You are able to shield nearby allies from detection by Revenants and Ki Spirits. Target ally must be within the same gravity well, or you must have a golden cord connection to them\\
**Normal**: Only you are invisible to Ki Spirits and protected from scrying\\
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===== Druid =====
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==== Fey friend ====
//BFFF//\\
**Requires**: [[druid#Fey Companion]]\\
**Benefits**: Double the bonus granted by the Fey companion\\
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==== Natural born healer ====
//Nobody can stop fate//\\
**Requires**: [[druid#Natural Healing]]\\
**Benefits**: Increase the dice bonus of the healing formula by 3d6, and extend the duration of healing by 1 round\\
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==== Rook ====
//It is the wind and nothing more//\\
**Requires**: [[Druid#Shapeshift - Raven]]\\
**Benefit**: At your option, you may shapeshift into a very large raven, with a standing height of up to five feet and a wingspan up to 9 feet. Your maximum flying speed doubles and you gain 6d6 damage when attacking with your claws\\
**Normal**: You shapeshift into a normal sized raven, or slightly larger than normal\\
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===== Earth adept =====
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==== Crusher ====
//Speak softly//\\
**Requires**: [[earth adept#Cudgel]]\\
**Benefit**: Summoning the cudgel requires a standard action, and has Res x 2 + 12d6 additional hit points\\
**Normal**: Summoning the cudgel requires a full action\\
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==== One-two ====
//Who has two fists of stone and no time for people who try to run?//\\
**Requires**: [[earth adept#Stone Grip]]\\
**Benefit**: As a full action, you may peform Stone Grip and create a second stone hand which affects a second target within 40 feet of your primary target\\
**Normal**: Stone Grip is a standard action and only creates one stone hand\\
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===== Envoy =====
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==== Ceasefire ====
//In order to defeat your enemy, you must first understand them//\\
**Requires**: [[envoy#Pacify]]\\
**Benefits**: When not in combat, the duration of pacify is greatly extended, multiplied 150 times. For each segment of the normal duration, the duration becomes 5 minutes\\
**Normal**: The duration of Pacify is the same in and out of combat\\
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==== Kismet ====
//I'm telling you that baseball card is the answer//\\
**Requires**: [[envoy#Charmed Soul]]\\
**Benefits**: Increase the uses per day of Charmed Soul by one and reduce the cooldown by 6 rounds\\
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===== Fire adept =====
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==== Botanic affinity ====
//The botanical man//\\
**Requires**: [[fire adept#Photosynthesis]]\\
**Benefit**: You can gain all your needed nutrition from the star's light. This requires spending at least 20 hours in direct starlight (sunlight) per week, distributed in any configuration. You can hold enough energy for two uses of [[fire adept#Astral Field]]\\
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==== Combat training ====
//Do not decide to step before you do it//\\
**Requires**: [[pyromancer#Advanced Dueling]], [[abilities#Intelligence]] score of 13\\
**Benefit**: Select three Fire Adept talents that require Full actions. Reduce the requirement to a Standard Action for the selected talents
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===== Floramancer =====
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==== Ambidextrous ====
//Sorry Maury, I'm not a gymnast//\\
**Requires**: [[floramancer#Grasping Vine]]\\
**Benefit**: You may pull two [[sizes#small]] creatures instead of one [[sizes#medium]]. You may add 20 feet to the range when using Grasping Vine to move. When defending you may block two attacks if they are both within the same segment. When grasping objects you may grab two separate objects\\
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==== Barrel rider ====
//I come from under the hill//\\
**Requires**: [[floramancer#Oaken Bauglin]], [[sizes|Small]] creature size\\
**Benefit**: \\ When growing from its seedling, your Oaken bauglin creates a chariot style opening in its upper back and head, allowing you to ride atop your bauglin. While in this cockpit, you receive [[combat|cover]] and your bauglin can defend any attack that targets you\\
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==== Stinging nettles ====
//You cant fight nature//\\
**Requires**: [[floramancer#Nettle]]\\
**Benefit**: Your fey bauglin's nettle attacks are laced with pheromones that prevent the target from attacking they fey bauglin for four segments\\
**Special**: The duration stacks if hit by multiple nettle attacks\\
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==== Tunnel vision ====
//Strange seed//\\
**Requires**: [[floramancer#Stalker]]\\
**Benefit**: Creatures designated as a target of your [[floramancer#Stalker]] ability take additional damage when attacked. Each time the creature takes damage, it takes 6d6 additional damage\\
**Special**: Attacks that deal their damage over time only apply the additional damage once\\
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==== Untamed ====
//So many people to kill, so little time//\\
**Requires**: [[floramancer#Sundew]]\\
**Benefit**: When you apply the Occular or Numbing poisons with [[floramancer#Sundew]], you also apply Necrotic poison\\
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===== Incanter =====
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==== Unspoken ====
//but not unwritten//\\
**Requires**: [[Incanter#Locus]] \\
**Benefits**: You develop the skill to invoke all runes without audible incantations\\
**Normal**: Runes have a verbal invocation\\
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==== Unsigned ====
//but not misunderstood//\\
**Requires**: [[Incanter#Locus]] \\
**Benefits**: You develop the skill to invoke all runes without their somatic component\\
**Normal**: Runes require hand gestures\\
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==== Discrete ====
//Flying under the radar//\\
**Requires**: [[Incanter#Locus]] \\
**Benefits**: You develop the skill to invoke all runes with a smaller visual component, roughly the size of your palm\\
**Normal**: Runes have a visual component more than 9 times the size of your palm\\
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===== Mesmer =====
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==== Agrippa ====
//Unless the enemy has studied, he's a leaper//\\
**Requires**: [[mesmer#Jete de Chat]]\\
**Benefit**: Three times per day as a free action, you may reset the cooldown on [[mesmer#Jete de Chat]]\\
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==== Alluring ====
//Temperature rising//\\
**Requires**: [[mesmer#Captivate]]\\
**Benefit**: Pay a swift action to gain a 1d6 bonus on your [[abilities#ability checks|Ability Check]] for [[mesmer#Captivate]]\\
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==== Astral traveler ====
//A little far afield//\\
**Requires**: [[mesmer#Astral Projection]]\\
**Benefit**: Double the range and duration of your Astral Projection\\
**Special**: You may take this feat multiple times. Each time you take this feat, it doubles the range and duration of your Astral Projection\\
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==== Fascimile ====
//I have a fax of Shakespeare's signature//\\
**Requires**: [[advent feats#Sensuous]] advent feat\\
**Benefit**: You gain the benefits of the [[mesmer#Fascimile]] talent. Using [[mesmer#Illusion]] with the benefits of Fascimile imposes a 12 round cooldown on [[mesmer#Illusion]]\\
**Special**: You are not considered to have the [[mesmer#Fascimile]] talent for requirements or talent improvements\\
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==== Grand illusion ====
//My intention has only been to entertain, nothing more//\\
**Requires**: [[advent feats#Illusion]] advent feat\\
**Benefit**: You gain one additional use of illusion per day, and your illusions gain an additional 7 hexes of maximum size\\
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==== Perfect projection ====
//Remarkable self image//\\
**Requires**: [[mesmer#Astral Projection]]\\
**Benefit**: You are able to make your projections appear real. Attempts to detect a fraud pit your [[Perform]] skill against their [[Perception]]\\
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==== Sensuous ====
//Relating to or affecting the senses//\\
**Requires**: [[mesmer#Illusion]]\\
**Benefit**: You gain the benefits of the [[mesmer#Sensuous]] talent\\
**Special**: You are not considered to have the [[mesmer#Sensuous]] talent for requirements or talent improvements\\
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===== Mystic =====
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==== Bulwark ====
//Power Word: Shield//\\
**Requires**: [[mystic#Divine Aegis]]\\
**Benefit**: Add //Res x 3 + 6d6// to the Barrier formula, making the base formula Res x 9 + 12d6\\
**Normal**: The base formula for Barrier is: Res x 6 + 6d6\\
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==== Epihanous ====
//A bright flash, a sudden and divine light//\\
**Requires**: [[mystic#Sacred Geometry]]\\
**Benefit**: The required action of [[mystic#Sacred Geometry]] is reduced to Swift. The entire vision is reduced to a single segment regardless of how many related memories you expeirence\\
**Normal**: [[mystic#Sacred Geometry]] requires a Full action, and evoking related memories adds one segment to the experience for each memory\\
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==== Fortunate soul ====
//Do they help me? Yes they do//\\
**Requires**: [[mystic#Celestial Bridge]] or [[mystic#Sacred Geometry]]\\
**Benefit**: When you connect to the memories of the [[Ki Spirits]], you also access the memories of the [[ki spirits#Sura|Suras]] and [[ki spirits#Deva|Devas]], if they exist\\
**Normal**: You access the memories of the [[ki spirits#Atua]] when using [[mystic#Sacred Geometry]]. You access the the departed through the [[ki spirits|Sura]] when using [[mystic#Celestial Bridge]]\\
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==== Lifeline ====
//Audience, we need some help for (player)//\\
**Requires**: [[mystic#Celestial Bridge]]\\
**Benefit**: When using [[mystic#Celestial Bridge]], you may ask a question of the deceased spirits in your branch of the galaxy. You form a connection with whichever spirit is most motivated to answer the question\\
**Normal**: When using [[mystic#Celestial Bridge]], you target a specific deceased spirit\\
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==== Mercurial ====
//The galaxy itself cannot contain me//\\
**Requires**: [[mystic#Silver Planet]]\\
**Benefit**: [[mystic#Silver Planet]] gains an additional charge that can be used to charge other tattoos\\
**Normal**: [[mystic#Silver Planet]] has one charge that can be used to charge other tattoos\\
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===== Neamhni =====
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==== Alterations ====
//A stitch in time saves nine//\\
**Requires**: [[advent feats#True Death]], [[neamhni#Alter Memory]]\\
**Benefit**: At your option, altered memories do not return to their normal state. If you do not opt to alter the memories permanently, they return to their normal state according to the normal rules of Alter Memory\\
**Normal**: Altered memories eventually return to their normal state\\
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==== Manchuria ====
//These new memories may be disturbing//\\
**Requires**: [[Neamhni]] Level 4, [[neamhni#Erase Memory]] or [[neamhni#Alter Memory]]\\
**Benefit**: When erasing or altering memories, you may place a mental trigger to delay the implementation of the alteration until the trigger occurs. Additionally, you can set a trigger to cause the memories to revert to their normal state when the trigger occurs\\
**Special**: The triggers must apply to all of the alterations or erasures\\
**Normal**: Erased or altered memories are immediately affected and revert after the normal duration\\
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==== True death ====
//The last time your name is spoken//\\
**Requires**: [[Neamhni]] Level 4, [[neamhni#Erase Memory]]\\
**Benefit**: At your option, removed memories do not return. If you do not opt to remove the memories permanently, they return according to the normal rules of Erase Memory\\
**Normal**: Erased memories eventually return\\
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===== Prism =====
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==== Ionic ====
//don't you think?//\\
**Requires**: [[prism#Ion]]\\
**Benefit**: If you opt to re-roll the hit formula on the second and third beam, you may count "5"s as "6"s when determining if the attack is a critical strike
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==== Leap ====
//30//\\
**Requires**: [[prism#Flare]]\\
**Benefit**: When using the Flare ability, you may travel with the beam up to half distance that the beam travels. The range limits the maximum distance the beam may travel before dispersing
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==== Revolver ====
//It's sometime in the future//\\
**Requires**: [[prism#Flare]]\\
**Benefit**: When using the Flare ability, you may fire three beams in three segments as with [[prism#Ion]], but the damage and range of each beam is reduced by 50%\\
**Normal**: You fire one beam at full damage and full range\\
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==== Transitive ====
//If a equals b//\\
**Requires**: [[prism#Prism1|Prism]] and [[prism#Reflection]]\\
**Benefit**:
* When creating a Prism, you may give it the ability to Reflect energy attacks instead of distorting light. Nothing else about the Prism ability changes
* When creating pane using Reflection, you may give it the ability to distort light instead of reflecting energy. Nothing else about the pane changes
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===== Revenant =====
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==== Cold front ====
//The claw's only weakness//\\
**Requires**: [[revenant#Endothermy]] talent\\
**Benefit**: Reduce the cost of Endothermy to a Standard per round channeled\\
**Normal**: Endothermy requires a Full action per round channeled\\
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==== Conscription ====
//Join our army of the dead//\\
**Requires**: [[revenant#Curse Touch]] talent\\
**Benefit**: When the target creature spends the free Standard action granted to them by Curse Touch, they must make a second //shock roll//\\
**Normal**: Creatures affected by Curse Touch only perform a //shock roll// when initially hit by the attack\\
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==== Glitter ====
//Like snow upon the desert's dusty face//\\
//Lighting a little hour or two - is gone//\\
**Requires**: [[revenant#Flicker]] talent\\
**Benefit**: Reduce the action cost of Flicker to Move\\
**Normal**: The action cost of Flicker is Standard\\
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==== Undeath ====
//Everyday something has tried to kill me and failed//\\
**Requires**: [[revenant#Phantom Touch]] or [[revenant#Vocalize]] or [[revenant#Phasing]] talent\\
**Benefit**: Double the duration of Phantom Touch, Phasing, and Vocalize\\
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===== Seer =====
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==== Temporal overload ====
//Power overwhelming//\\
**Requires**: [[seer#Grand Seer]] talent\\
**Benefit**: You may target an unwilling creature with which to share your visions of the future or the past. Make a Resolve vs Resolve [[abilities#ability check|Opposed Check]]. If you are successful, the target sees the vision along with you\\
**Normal**: You may only share a temporal vision with a willing creature\\
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==== Censer ====
//The incense burned my nostrils, and my senses flared with sudden lucidity//\\
**Requires**: [[Seer]] Level 4\\
**Benefit**: When you view the future or past in a Seer vision, or when you use the [[feats#Transcend]] feat, you can also smell, hear, touch, and taste within the vision. You are also able to move within the vision, though this movement only occurs within the vision\\
**Special**: You can use your senses in visions that are shared with you\\
**Normal**: Seer visions are only visual, and you cannot move within a vision\\
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===== Trident =====
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==== Counterbalance ====
//Without restraint, without control, emotion is chaos//\\
**Requires**: [[trident#Stasis]] talent, [[feats#Equilibrium]] feat\\
**Benefit**: The temporal effects of [[trident#Stasis]] do not effect members of the Triad. Reduce the required action of [[trident#Stasis]] to a Move action\\
**Normal**: The members of the Triad are also affected by the temporal effects of [[trident#Stasis]]\\
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==== Equilibrium ====
//What are you doing? I'm rearranging my desk//\\
**Requires**: [[Trident]] Level 4, [[trident#Stasis]] talent\\
**Benefit**: The temporal effects of Stasis are extended to two segments. In non-combat situations, the effects are extended to three segments\\
**Normal**: The temporal effect of Stasis lasts for one segment\\
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==== Enduring bond ====
//A trust unyeilding, faith everlasting//\\
**Requires**: [[Trident]] Level 4, [[trident#Synergy]] talent\\
**Benefit**: When using Synergy, its range and duration are tripled\\
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==== Feral bond ====
//I'm awake, I'm awake//\\
**Requires**: [[Trident]] Level 4, [[trident#Synergy]] talent\\
**Benefit**: When using your link to see through the eyes of your bond, you may also experience all your bond's senses\\
**Normal**: Only sight is transferred through the link\\
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==== Triforce ====
//Hey, Listen!//\\
**Requires**: [[Trident]] Level 4, [[trident#Link]] talent\\
**Benefit**: You may choose how to divide the damage diverted when using [[trident#Link]]. Additionally, you may reduce the damage by 3d6\\
**Normal**: The damage is diverted to the other two members of the triad evenly\\
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===== Water adept =====
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==== Parthenon ====
//In defense of the gods//\\
**Requires**: [[water adept#Pillars]]\\
**Benefit**: At your option, you may raise 9 or 12 pillars, instead of 6. The pillars rise as follows:
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==== Preservation ====
//No good to anyone if you're dead//\\
**Requires**: [[water adept#Restoration]]\\
**Benefit**: Once per day, when you heal another creature with a heal that does not already affect you, you may also apply the healing to yourself\\