A character begins with a set of perks. These are unique features only granted at 1st level to help give a character the tools it needs to succeed without needing to be granted by a class. Perks primarily allow a character to use their ability scores in new ways from adjusting what stat governs a saving throw, to the stat used in melee attack rolls.

Drawbacks are also an option for characters; while being called drawbacks work similarly to perks but provide some sort of character-defining detriment alongside a much more powerful than usual bonus.

Perks and are both split into categories of Major and Minor. At 1st level a character begins with one Major Perk and Two Minor Perks; and may select a Single Major Drawback or up to two minor drawbacks. Characters may substitute perks with a drawback of similar category (major drawback for a major perk, minor drawback for a minor perk), but do not gain anything extra for doing so beyond the listed benefit for taking the drawback.

Perks

Major perks tend to do a full conversion of an ability (such as changing will saves from focus to psyche); while minor perks tend to do a partial conversion (such as weapon finesse allowing agility for melee attack rolls, but still using strength for damage rolls). These can be more than expanding or replacing the usage of a stat but tend to be build-defining.

Table: Major Perks

NameDescription
Additional FeatYou may gain one additional feat of your choice that you qualify for.
Additional PerksYou may select two additional minor perks.
Armor MasterYou gain proficiency in 3 martial armors or 1 exotic armor of your choice.
Canny DefenseYou’ve learned to combine your mind and body to defend yourself. When unarmored you may apply your Intelligence modifier to your AC, this applies in addition to Agility. This is also applied to Touch AC, and is not lost when flat-footed.

If wielding a shield with this ability, you must have enough strength rating to wield the shield without penalty or lose this bonus.
Force of PersonalityYour Psyche is so great it allows you to brute force through tricks of the mind. You may use your Psyche modifier in place of Intelligence for the purposes of Mental Saving Throws
Insightful DodgeYou’ve learned to read movements and adjust your body accordingly when you’re unhindered. When unarmored you may apply your Focus modifier to your AC, this applies in addition to Agility. This is also applied to Touch AC, and is not lost when flat-footed.

If wielding a shield with this ability, you must have enough strength rating to wield the shield without penalty or lose this bonus.
Mental AlacrityYou think quickly, precisely, and can calculate your movements as needed, reducing the effort needed to sidestep attacks. You may use your intelligence modifier in place of agility for the purposes of determining the bonus to your AC.
Perceptive PrecognitionYour ability to see, hear, and perceive things allows you to act as if you can see the future. You may use your Focus modifier in place of Agility for Initiative.
Steel BodyYour skin is as hard as steel granting you protection against your foes. When unarmored you may apply your Endurance modifier to your AC, this applies in addition to Agility. This is also applied to Touch AC, and is not lost when flat-footed.

If wielding a shield with this ability, you must have enough strength rating to wield the shield without penalty or lose this bonus.
Supernatural FortificationYour forceful will and charismatic nature have combined granting you protection. When unarmored you may apply your Psyche modifier to your AC, this applies in addition to Agility. This is also applied to Touch AC, and is not lost when flat-footed.

If wielding a shield with this ability, you must have enough strength rating to wield the shield without penalty or lose this bonus.
WeaponmasterYou gain proficiency in three martial weapons, or a single exotic weapon of your choice.
Wisdom of the AgesYou have learned through experience rather than through study. You may use your focus modifier in place of intelligence for determining skill ranks per level.

Table: Minor Perks

NameDescription
Agile LeaperYou have learned to use your finesse in your jumps. You may use your agility modifier in place of your strength modifier when making athletics checks to jump. You still use strength for all other athletics checks.
Agile ManeuversYou’ve learned to apply finesse against foes attempts to hinder you. You may apply your Agility modifier against maneuvers performed against you against your Physical save, even when strength would be required.
Agile StrikeYou’ve learned to apply your swift strikes to make your attacks more deadly. When wielding a light weapon, or a weapon with the finesse feature, you may use your agility modifier instead of your strength modifier on melee damage rolls.
Arcane SavantYour study has allowed you to find a more reliable and logical way to activate magical devices. You may use your Intelligence modifier in place of Psyche for use magic device checks, as well as any items that utilize your Psyche modifier.
Charm of WisdomYou have learned to be more convincing through experience than natural born talent. Select two Psyche based skills, you may use your Focus modifier when using these skills.
Combat ReflexesYou use your quick reflexes instead of your perceptive nature to find openings to attack your foe. You use your agility in place of your focus to determine how many reactions you have per round.
Day JobSelect two profession skills; when taking a 10 on the selected profession skill you may treat the result of your roll as 2 higher (effectively allowing you to take a 12 with the selected skill).
Efficient PackerYou have learned how to balance anything you carry carefully, reducing the effort needed to carry it. You may use your intelligence in place of your strength to determine your carrying capacity. Items that improve strength for the purposes of carrying capacity only (such as a masterwork backpack) instead improve your intelligence for the purposes of determining carry capacity.
Guided HandYour hand seems to be guided by an unseen force, allowing your attacks to hit your foes with great precision. When selecting this perk choose one of the following weapon keywords (Blade, Axe, Hammer, Bow, Crossbow, or Firearm). This should be a type of weapon of significant importance, such as a deity’s favored weapon, or a weapon used by your ancestors . You may use your Focus modifier in place of Strength for melee attack rolls if it is a melee weapon, or Agility if it is a ranged weapon.
Hulking HurlerYou throw objects with great force rather than skillful finesse. You may use your strength modifier in place of your Agility modifier on ranged attack rolls made with a thrown weapon attack.
Indomitable CasterYou have learned how to not let pain break your concentration. You may add your intelligence modifier to concentration checks you make.
Intellectual SuperiorityChoose two Psyche based skills. You may use your intelligence modifier in place of its usual ability modifier when using the selected skill.
Intimidating ProwessYou may add your Strength modifier in addition to your Psyche modifier when making intimidate checks.
Knowledge of AgesChoose two Focus based skills. You may use your intelligence modifier in place of its usual ability modifier when using the selected skill.
Lucky LiarYour ability to fabricate information seems to consistently and accidentally be the truth. Choose two Intelligence based skills you may use your Psychemodifier in place of its usual ability modifier when using the selected skill.
Martial FocusYou may use your Focus modifier in place of your Endurance modifier for the purposes of calculating your stamina per day.
MuscleheadChoose two Intelligence or Focus based skills. You may use your strength modifier in place of its usual ability modifier when using the selected skill.
Slow and SteadyYou have learned to use your endurance rather than raw strength to accomplish tasks. You may use your endurance modifier in place of strength for athletics checks made to climb or swim, but when doing so you move 5 feet slower (minimum 5 feet) when performing these tasks.
UndauntedYou have learned to throw your might and even the most basic of fears. You may add your strength modifier to your will saving throw against fear effects.
Weapon FinesseYou’ve learned to attack your foe with graceful accuracy rather than brute force. When wielding a light weapon, or a weapon with the finesse feature, you may use your agility modifier instead of your strength modifier on melee attack rolls.
Wisdom in the FleshChoose two Strength or Agility based skills. You may use your Focus modifier in place of its usual ability modifier when using the selected skill.

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