Heroic Feats

Ghost Armor Style
Prerequisite: Proficiency in desired armor and/or shield.
Benefits: Spend five minutes in meditation, prayer, or other preparations. From that point on, you are treated as wearing a chosen proficient type of armor and optionally holding a proficient type of shield. You suffer all the normal movement and armor check penalties attached to the armor and shield, and your shield hand is occupied as normal for a light or heavy shield. You may dismiss the shield and/or the armor as a free action, but require another five minutes of focus to regain them. At second level and level thereafter, select a magic armor of that level or lower and treat your ghost armor as being that type. Your ghost shield, if any, does not improve. You may purchase this feat more than once.
Example: Willard the Nimble is a rogue who has learned how to make and use a half-dozen minor protective talismans. If he has five minutes to perform the brief rituals associated with them, they protect him from harm- he gains benefits as if he were wearing leather armor.
Example: Brother Thorfir is a paladin and ascetic monk from Nordheim. By sitting under icy waterfalls and thinking pure thoughts, he's learned how to steel his body against the weapons of his enemies. With five minutes of meditation, he can shrug off blows as if he were wearing a full suit of plate armor and carrying a heavy shield. He needs one hand to form the mudras of his style, however, so if he wants to use his "shield" hand he has to stop the mudras- and lose the benefit of the shield until he can refocus. He'll also slip out of harmony if he moves too quickly, so he's limited in speed just as if he were wearing physical plate armor. At sixth level, he's obtained excellent mental discipline, and his defenses are as good as +2 magic plate, a level 6 magic armor.

Ghost Weapon Style
Prerequisite: Proficiency in desired weapon.
Benefits: Choose a non-reach, non-ranged weapon with which you have proficiency. Your unarmed attacks now count as that weapon for all purposes, including proficiency bonus, damage, weapon qualities, and power use. If the weapon is one-handed, you may treat yourself as if wielding one in each hand. You may select a two-handed weapon for this feat, but you must have both hands free to gain the benefit of it. At second level and every level thereafter, select a magic weapon of that level or lower and treat your style as being that type of weapon. In the case of dual-wielding two ghost weapons, both are treated as the same type of weapon unless this feat is purchased separately for another weapon. This weapon may not be thrown, even if it has the light thrown or heavy thrown qualities. You may purchase this feat more than once.
Example: Willard the Nimble continues in his studies of the martial arts, learning the Knife Hand Style. This allows him to treat his unarmed attacks as if they were daggers, gaining +1 to hit with them due to his rogue training and able to use his bare hands to perform rogue powers reliant on light blades. At third level, he learns how to channel his chi in freezing surges, treating his unarmed attacks as a +1 frost dagger.
Example: Chohelek is a True ghost warrior. He selects longsword as his weapon; it takes only a brief moment of mental discipline for him to create a spectral blade. At sixth level his mastery is such that the weapon counts as a +1 Lifedrinker longsword, a level 5 item.

One Weapon Parry
Prerequisite: Dexterity 13.
Benefits: When wielding a single one-handed weapon, gain a +1 shield bonus to AC and Reflex provided your other hand remains empty. Using a versatile weapon in two hands cancels this bonus for a round. This bonus does not function in conjunction with a swordmage's warding class power.

Class Options

Class Options are alternate abilities that PCs can take at first level to change the particular traits of their class. Once a class option is taken, it can't be dropped or retrained, so it's best to make sure you want it for the long haul. Note that all class option prerequisites require that the class be your main class- no multiclassing to get one of these perks.

Avenging Grace
Prerequisite: First level avenger.
Benefits: For all Avenger powers, substitute Charisma for Wisdom. The character cannot multiclass into Bard, Sorcerer, or Warlock.

Monastic Training
Prerequisite: First level rogue, ranger, fighter, paladin, swordsage, barbarian, or avenger.
Benefits: Gain Ghost Weapon Style and Ghost Armor Style feats for a weapon and an armor/shield with which you have proficiency. You then lose all armor and shield proficiencies and all but one other weapon proficiency, though you retain use of the ghost feats. You may repurchase weapon and armor/shield proficiency normally if desired. You cannot retrain the two feats that that this class option grants you.

Shugenja Training
Prerequisite: First level wizard or sorcerer.
Benefits: For all wizard or sorcerer powers that do damage, treat the damage as one of the following- fire, cold, lightning, or thunder, corresponding to the elements of fire, water, air, or earth. The power loses all other energy keywords, and no power or magic item can add them back in. Feats or effects which grant modifiers to damage of a specific type apply to the changed powers. Due to the elemental affinity of shugenjas, they cannot take any wizard or sorcerer power with the Psychic, Necrotic, or Radiant keywords.

The user also gains an at-will power "Weaken Resistance": Minor Action, range 10, targets one creature. The creature loses 5 points of resistance against the wizard's energy type for the duration of the encounter, down to a minimum of 0. This power cannot create vulnerability and can only apply to one enemy at a time. The resistance loss increases to 10 points at level 11 and 15 points at level 21.

Studious Destructiveness
Prerequisite: First level sorcerer.
Benefits: Your sorcerous powers revolve more around careful study than intuitive channeling. For all sorcerer powers, replace Charisma with Intelligence. Those with this option cannot multiclass into Wizard, Swordmage, or other Int-primary classes.

Swordsage Training
Prerequisite: First level paladin.
Benefits: You have training in the venerable traditions of the elven swordsages. You don't focus on brute muscularity to connect with your maneuvers, but instead trust to adroitness and lighter armor. Use Dexterity for all paladin powers where Strength appears. Lose all heavy armor proficiency and shield proficiencies, and you cannot multiclass into Rogue.

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