Physical Mastery Physical Mastery Skill Perk All physical skills gain +2 to their level cap.Cannot take another 'Mastery' Perk.
Polearm Proficiency Polearm Proficiency Weapon Perk When using a polearm (such as a spear), you can attack opponents one extra tile away (2 meters).Once per turn, perform a free spear attack (attack of opportunity) against an opponent passing within your polearm's reach.You have advantage against mounted units, mace users, and archers.
Charge Charge Combat Perk You receive a half movement as part of a melee attack action. The movement must come before the attack.
Quick Step Quick Step Mobility Perk Once per round, take a 2 meter step. This can avoid area of effect abilities or attacks of opportunity.Can be performed on your turn or as an interrupt / reaction.
Parkour Parkour Mobility Perk Automatically succeed at athletic maneuvers DC 10 or lower.Ignore movement penalties from difficult terrain.Can climb most vertical surfaces at half movement speed, even when others cannot.
Flow State Flow State Arcane Perk While 'Concentrating' you only lose half of your movement action instead of your full movement action.
Chi: Air Chi: Air Chi Power Air Proficiency +5 to air-related tests; e.g. sailing, finding airflow, predict weather, etc. Air Immunity Immune to air magic, wind, and other unwanted air effects. Breath Breathe safely and without consequence; underwater, vacuum, inhaled fumes, smoke, etc. Tailwind Movement increases by +5 meters due to ignoring air resistance.
Chi: Physical Chi: Physical Chi Power Enhance Self Focus Add +2 to Athletics, Combat, Constitution, Ranged, and damage tests. Absorb Impact Innate, Mana Reduce a source of damage taken by 2.
Chi: Athlete Chi: Athlete Chi Power Requires Power: Chi: Physical Jump Strength Jumps gain up to +2 meters of height and +5 meters of distance. Leap Innate, Mana, Medium Jump anywhere within medium range, up to 10 meters high. Endless Stamina Ignore fatigue, encumbrance, and physical strain effects.
Chi: Speed Chi: Speed Chi Power Requires Power: Chi: Physical Quick Add +5 base movement to your speed. Speed Burst Innate, Mana, Round Make an additional movement this round. Endurance Runner You suffer no fatigue from fast or prolonged movement.
Chi: Evasion Chi: Evasion Chi Power Requires Power: Chi: Physical Fast Reactions Gain +1 Defense. Evade Innate, Minor Avoid a thrown attack or physical hazard that you are aware of.Can be spent retroactively to convert a failed evasion into a successful one.If the damage cannot be fully evaded, you instead evade as much as is theoretically possible.
Chi: Coordination Chi: Coordination Chi Power Requires Power: Chi: Physical Dual Action Innate, Minor, Round Make an additional action other than movement this round. Evasive Maneuvers Ignore Attacks of Opportunity (but not Readied Attacks).
Chi: Vision Chi: Vision Chi Power Enhanced Vision Improved vision. Add +5 to visual-based perception tests. Blind Vision Can see clearly even in the absence of light. Protected Vision Gain immunity to unwanted light effects, such as blinding exposure. Clear View Ignore visibility penalties from fog, smoke, rain, sandstorms, silt, and similar visual impediments.
Chi: Hearing Chi: Hearing Chi Power Enhanced Hearing Improved hearing. Add +5 to sound-based perception tests. Filter Hearing Focus, Medium Can filter and isolate unwanted sounds; e.g. eavesdrop across a room.This can overhear hushed conversations within medium range in line of sight. Protected Hearing Cannot be Deafened. Ignore penalties from unwanted noise.
Chi: Warding Chi: Warding Chi Power Feedback Innate, Mana When affected by a spell, deal 3 unsoakable damage to its caster. Unsuppressed Your sorcery powers cannot be suppressed by warding enchantments.
Wind Wind Sorcery - Air Gust Minor Victim is knocked 10 meters in a chosen direction and enters the prone condition.Save vs. Athletics to fully resist. Half-save reduces the knockback to 5 meters.Can launch targets upward at half strength, such as to assist with a jump. Wind Blast Major Victims in a 10 meter cone are knocked 10 meters in a chosen direction.Save vs. Athletics to fully resist. A half save reduces the knockback to 5 meters. Clear Air Mana Clear a 10 meter area of fog, smoke, scents, fumes, and airborne contaminants.Can also remove dust, cobwebs, particulates, etc.