Feats

Skill Feats

(Note: Each skill feat can be taken no more than one time)

 

AGILE

You possess exceptional balance, coordination, and quickness of movement, receiving +1 to your agility rolls.

Cost: 1 point

 

ACROBAT

Your agility borders on the extraordinary, allowing feats of balance and dexterity few can match. As a result, you receive an additional +2 to your agility rolls. Requires an agility modifier of 4 or higher. 

Cost: 1 point

 

ANIMAL HANDLER

 You possess considerable skill in understanding, caring for, and working alongside animals, receiving +1 to your animal handling rolls.

Cost: 1 point

 

ANIMAL WHISPERER

Animals seem unusually responsive to your presence, often displaying trust and obedience beyond what others can achieve. As a result, you receive an additional +2 to your animal handling rolls. Requires an animal handling modifier of 4 or higher. 

Cost: 1 point

 

ATHLETIC

You possess exceptional physical conditioning, coordination, and endurance, receiving +1 to your athletics rolls.

Cost: 1 point

 

CHAMPION

Your physical prowess is the envy of rivals and the admiration of peers. As a result, you receive an additional +2 to your athletics rolls. Requires an athletics modifier of 4 or higher.

Cost: 1 point

 

CUNNING

You possess a talent for navigating intrigue, exploiting opportunities, and advancing your interests through careful calculation, receiving +1 to your cunning rolls.

Cost: 1 point

 

SHREWD

Your keen judgment and practical cunning allow you to consistently turn situations to your advantage. As a result, you receive an additional +2 to your cunning rolls. Requires a cunning modifier of 4 or higher. 

Cost: 1 point

 

DECEPTIVE

You are adept at concealing the truth and misleading others, receiving +1 to your deception rolls.

Cost: 1 point

 

PREVARICATOR

Falsehood comes as naturally to you as truth does to most people. As a result, you receive an additional +2 to your deception rolls. Requires a deception modifier of 4 or higher. 

Cost: 1 point

 

EDUCATED

You have devoted considerable time to study and education, receiving +1 to your education rolls.

Cost: 1 point

 

SCHOLAR

Your knowledge spans subjects beyond the grasp of most learned individuals. As a result, you receive an additional +2 to your education rolls. Requires an education modifier of 4 or higher. 

Cost: 1 point

 

HISTORIAN

You have dedicated yourself to the study of past events, traditions, and the stories that shaped them, receiving +1 to your history rolls.

Cost: 1 point

 

ARCHIVIST

Your knowledge of records, lineages, histories, and ancient accounts is exceptional. As a result, you receive an additional +2 to your history rolls. Requires a history modifier of 4 or higher. 

Cost: 1 point

 

INSIGHTFUL

You possess a talent for understanding people, situations, and hidden meanings that others often overlook, receiving +1 to your insight rolls.

Cost: 1 point

 

INTUITIVE

Your instincts and experience allow you to grasp motives, intentions, and likely outcomes with remarkable accuracy. As a result, you receive an additional +2 to your insight rolls. Requires an insight modifier of 4 or higher. 

Cost: 1 point

 

INTIMIDATING

You are unsettling and intimidating, receiving +1 to your intimidation rolls.

Cost: 1 point

 

FEARSOME

Your reputation and presence inspire genuine fear in others. As a result, you receive an additional +2 to your intimidation rolls. Requires an intimidation modifier of 4 or higher. 

Cost: 1 point

 

NATURALIST

You have studied the flora, fauna, and natural forces that shape the world around you., receiving +1 to your nature rolls.

Cost: 1 point

 

NEMOPHILIST

Your understanding of the natural world rivals that of the most learned students of nature. As a result, you receive an additional +2 to your nature rolls. Requires a nature modifier of 4 or higher. 

Cost: 1 point

 

PERCEPTIVE

You are quick to notice details, movements, and irregularities within your surroundings, receiving +1 to your perception rolls.

Cost: 1 point

 

VIGILANT

Little escapes your attention, whether it be danger, deception, or subtle changes in the world around you. As a result, you receive an additional +2 to your perception rolls. Requires a perception modifier of 4 or higher. 

Cost: 1 point

 

PERFORMER

You possess talent in entertaining, captivating, or inspiring an audience, receiving +1 to your performance rolls.

Cost: 1 point

 

VIRTUOSO

Your performances are remembered long after the final note or word. As a result, you receive an additional +2 to your performance rolls. Requires a performance modifier of 4 or higher. 

Cost: 1 point

 

PERSUASIVE

You are skilled at convincing others to see matters from your perspective, receiving +1 to your persuasion rolls.

Cost: 1 point

 

COMPELLING

Your words carry extraordinary influence and are difficult to ignore. As a result, you receive an additional +2 to your persuasion rolls. Requires a persuasion modifier of 4 or higher. 

Cost: 1 point

 

PIOUS

You have devoted yourself to the study of faith, doctrine, and religious tradition, receiving +1 to your religion rolls.

Cost: 1 point

 

DEVOUT

Your dedication to your faith is unwavering, earning the respect of fellow believers and clergy alike. As a result, you receive an additional +2 to your religion rolls. Requires a religion modifier of 4 or higher. 

Cost: 1 point

 

STEALTHY

You are adept at avoiding notice and moving unseen, receiving +1 to your stealth rolls.

Cost: 1 point

 

IMPERCEPTIBLE

Your ability to remain unnoticed borders on the uncanny. As a result, you receive an additional +2 to your stealth rolls. Requires a stealth modifier of 4 or higher. 

Cost: 1 point

 

SURVIVOR

You possess the practical skills necessary to endure hardship and adversity, receiving +1 to your survival rolls.

Cost: 1 point

 

PATHFINDER

You can navigate dangers and wildernesses that would defeat most travelers. As a result, you receive an additional +2 to your survival rolls. Requires a survival modifier of 4 or higher. 

Cost: 1 point

 

INSPIRING

Your confidence and example inspire others to perform beyond their ordinary limits, receiving +1 to your warfare rolls.

Cost: 1 point

 

COMMANDING

You possess the authority, presence, and military acumen expected of a capable leader.. As a result, you receive an additional +2 to your warfare rolls. Requires a warfare modifier of 4 or higher. 

Cost: 1 point

 

EXPERTISE

You have devoted additional time and effort toward mastering a particular field of study or practice. Select one skill. That skill receives a +1 bonus.

Cost: 1 point

 

SPECIALIST

You possess exceptional talent within a chosen field, refining your abilities beyond those of most practitioners. Select one skill. That skill receives a +2 bonus. 

Cost: 2 points

 

LITERATE

Though uncommon among the smallfolk, you have learned to read and write. Whether taught by a septon, merchant, maester, or family member, your education sets you apart from your peers. You gain a +1 bonus to Education rolls. Additionally, your character is capable of reading and writing one language. This feat is intended primarily for smallfolk characters, as literacy is assumed for most nobles, maesters, and similarly educated backgrounds.

Cost: 1 Point

 

EIDETIC MEMORY

Your memory is exceptional, allowing you to recall details, conversations, and passages with uncanny precision. Once per day, you may re-roll a failed Education, History, or Insight roll and take the higher result. Requires Education 3.

Cost: 1 Point

 

KEEN MIND

You possess a sharp and disciplined intellect, allowing you to absorb and retain knowledge more effectively than most. You gain a +1 bonus to both Education and Cunning rolls.

Cost: 2 Points

 

LUCKY

Fortune seems to favor you when it matters most. Once per day, you may re-roll any single roll and take the higher result.

Cost: 2 Points

 

FAITHFUL

Your faith is unwavering, providing comfort, guidance, and conviction in times of uncertainty. You gain a +1 bonus to both Religion and Insight rolls.

Cost: 2 Points

 

WELL-READ

Years spent studying dusty tomes and ancient records have filled your mind with knowledge of the past. You gain a +1 bonus to both Education and History rolls.

Cost: 2 Points

 

COURTIER

You have spent years navigating the intrigues and etiquette of noble courts, learning both what people say and what they truly mean. You gain a +1 bonus to both Persuasion and Insight rolls.

Cost: 2 Points

 

WORLDLY

Travel, trade, and experience have exposed you to a wide variety of people, cultures, and situations. You gain a +1 bonus to both Cunning and Persuasion rolls.

Cost: 2 Points

 

WOODSMAN

You are at home beneath the open sky and among the wild places of the world. You gain a +1 bonus to both Nature and Survival rolls.

Cost: 2 Points

 

OBSERVANT

Little escapes your notice. You are adept at spotting hidden details and reading the intentions of others. You gain a +1 bonus to both Perception and Insight rolls.

Cost: 2 Points

 

VETERAN OF WAR

Years of campaigning have taught you both how battles are fought and how soldiers think. You gain a +1 bonus to both Warfare and Intimidation rolls.

Cost: 2 Points

 

THEOLOGIAN

You have devoted years to the study of scripture, doctrine, and religious history. You gain a +1 bonus to both Religion and Education rolls.

Cost: 2 Points.

Ability Feats

(Note: Each Ability Feat can be taken no more than one time)

 

STRONG

You possess exceptional physical strength beyond that of most individuals. All Strength-based skills receive a +1 bonus.

Cost: 4 points

 

STALWART

Your physical might is the envy of rivals and the admiration of peers. As a result, all Strength-based skills receive an additional +2 bonus. Requires a Strength modifier of 4 or higher.

Cost: 6 points

 

DEXTEROUS

You possess remarkable coordination, agility, and control over your movements. All Dexterity-based skills receive a +1 bonus.

Cost: 4 points

 

GRACEFUL

Your movements are exceptionally fluid, precise, and refined. As a result, all Dexterity-based skills receive an additional +2 bonus. Requires a Dexterity modifier of 4 or higher.

Cost: 6 points

 

INTELLIGENT

You possess a sharp and capable mind, allowing you to absorb and apply knowledge with ease. All Intelligence-based skills receive a +1 bonus.

Cost: 4 points

 

ERUDITE

Your knowledge and understanding surpass those of most learned individuals. As a result, all Intelligence-based skills receive an additional +2 bonus. Requires an Intelligence modifier of 4 or higher.

Cost: 6 points

 

WISE

You possess sound judgment and a keen understanding of the world around you. All Wisdom-based skills receive a +1 bonus.

Cost: 4 points

 

PERSPICACIOUS

Your insight and understanding are exceptionally keen, allowing you to perceive truths others often miss. As a result, all Wisdom-based skills receive an additional +2 bonus. Requires a Wisdom modifier of 4 or higher.

Cost: 6 points

 

CHARISMATIC

Your personality naturally draws the attention and interest of others. All Charisma-based skills receive a +1 bonus.

Cost: 4 points

 

ENCHANTING

Your presence is captivating and difficult to ignore. As a result, all Charisma-based skills receive an additional +2 bonus. Requires a Charisma modifier of 4 or higher.

Cost: 6 points
 

ABILITY TRAINING

Through dedicated effort and practice, you have improved one of your natural talents beyond its previous limits. Increase any one Ability by 1. May only be purchased once.

Cost: 4 Points.

 

EXCEPTIONAL TRAINING

Your dedication to self-improvement is extraordinary, allowing you to achieve levels of capability few ever reach. Increase any one Ability by 2. May only be purchased once.

Cost: 8 Points.

Miscellaneous Feats

(Note: Each Misc. Feat can be taken as many times as specified in their descriptions)

 

RECUPERATIVE

For whatever reason, you heal faster than average, increasing your healing rate by 1 HP per week. May only be purchased once.

Cost: 1 Point.
 

REGENERATIVE

You heal exceptionally fast, increasing your healing rate by an additional 1 HP per week. May only be purchased once. Requires Recuperative

Cost: 3 Points.

 

HEALTHY

You are generally healthy, increasing your HP by 1. May be purchased up to three times.

Cost: 1 Point.

 

ROBUST

You are especially healthy, increasing your Maximum Health by 2. May only be purchased once. Requires Healthy.

Cost: 3 Points.

 

HARDY

Years of labor, hardship, and adversity have toughened your body beyond that of most people. You gain +3 HP. May only be purchased once. Requires Robust.

Cost: 6 Points

 

TOUGH

Your body is naturally resilient and resistant to physical shock, increasing your System Shock by 1. May be purchased up to three times.

Cost: 1 Point.

 

FORMIDABLE

Few things can bring you low. Your constitution allows you to endure tremendous punishment and strain, increasing your System Shock by 3. May only be taken once. Cost: 3 Points.

MARTIAL FEATS:
(Each Martial Feat may only be taken once unless otherwise specified in the feat description)

 

ALERT

You are always aware of your surroundings and quick to react to danger. You gain a +1 bonus to Initiative.

Cost: 1 Point

 

AXE FIGHTER I

Your skill with an axe allows you to land devastating strikes with greater accuracy. You receive a +1 bonus to attack rolls made when using an axe.

Requires a STR stat of 16.

Cost: 1 Point

 

AXE FIGHTER II

Your mastery of the axe allows you to exploit openings in your opponent's defenses. You receive an additional +2 bonus to attack rolls made when using an axe. Requires a STR stat of 18 and Axe Fighter I.

Cost: 3 Points

 

AXE FIGHTER III

A single blow from your axe can forever alter the course of a battle. When you roll a natural 20 while attacking with an axe, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Maimed defect unless another effect prevents it. Requires a STR stat of 20 and Axe Fighter II.

Cost: 6 Points

 

BLUDGEON FIGHTER I

Your strikes with clubs, hammers, and other bludgeoning weapons land with remarkable precision. You receive a +1 bonus to attack rolls made when using a bludgeoning weapon. Requires a STR stat of 16.

Cost: 1 Point

 

BLUDGEON FIGHTER II

You have learned to place your blows where they will do the greatest harm. You receive an additional +2 bonus to attack rolls made when using a bludgeoning weapon. Requires a STR stat of 18 and Bludgeon Fighter I.

Cost: 3 Points

 

BLUDGEON FIGHTER III

The force of your attacks is capable of ending a fight with a single devastating blow. When you roll a natural 20 while attacking with a bludgeoning weapon, your attack automatically inflicts maximum Degrees of Success damage and renders your opponent unconscious unless prevented by another effect. An unconscious opponent is considered defeated. Requires a STR stat of 20 and Bludgeon Fighter II.

Cost: 6 Points

 

BRAWLER I

You are skilled in the art of unarmed combat. You receive a +1 bonus to attack rolls made with unarmed attacks. Requires a STR stat of 16.

Cost: 1 Point

 

BRAWLER II

Your fists strike with practiced precision. You receive an additional +2 bonus to attack rolls made with unarmed attacks. Requires a STR stat of 18 and Brawler I.

Cost: 3 Points

 

BRAWLER III

Your blows leave permanent reminders of your strength. When you roll a natural 20 while making an unarmed attack, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Marked/Disfigured defect unless another effect prevents it. Requires a STR stat of 20 and Brawler II.

Cost: 6 Points

 

FENCING I

Your speed and precision with a fencing blade allow you to strike where others cannot. You receive a +1 bonus to attack rolls made when using a fencing weapon. Requires a DEX stat of 16.

Cost: 1 Point

 

FENCING II

Your mastery of timing and footwork makes you a dangerous duelist. You receive an additional +2 bonus to attack rolls made when using a fencing weapon. Requires a DEX stat of 18 and Fencing I.

Cost: 3 Points

 

FENCING III

Your blade leaves lasting reminders of your skill. When you roll a natural 20 while attacking with a fencing weapon, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Marked/Disfigured defect unless another effect prevents it. Requires a DEX stat of 20 and Fencing II.

Cost: 6 Points

 

MACES / FLAILS I

The crushing force of your attacks is difficult to avoid. You receive a +1 bonus to attack rolls made when using a mace or flail. Requires a STR stat of 16.

Cost: 1 Point

 

MACES / FLAILS II

Your weapon crashes through defenses with terrifying efficiency. You receive an additional +2 bonus to attack rolls made when using a mace or flail. Requires a STR stat of 18 and Maces / Flails I.

Cost: 3 Points

 

MACES / FLAILS III

Your strikes can leave even surviving opponents permanently broken. When you roll a natural 20 while attacking with a mace or flail, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Crippled defect unless another effect prevents it. Requires a STR stat of 20 and Maces / Flails II.

Cost: 6 Points

 

POLE-ARM I

Your reach and control of the battlefield make your attacks difficult to avoid. You receive a +1 bonus to attack rolls made when using a pole-arm. Requires a STR stat of 16.

Cost: 1 Point

 

POLE-ARM II

You have mastered the leverage and momentum of your weapon. You receive an additional +2 bonus to attack rolls made when using a pole-arm. Requires a STR stat of 18 and Pole-Arm I.

Cost: 3 Points

 

POLE-ARM III

A single well-placed strike can leave an opponent permanently maimed. When you roll a natural 20 while attacking with a pole-arm, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Maimed defect unless another effect prevents it. Requires a STR stat of 20 and Pole-Arm II.

Cost: 6 Points

 

SHIELD I

You are skilled at deflecting incoming attacks with your shield. While wielding a shield, you gain a +1 bonus to your combative defense. Requires a STR stat of 16.

Cost: 1 Point

 

SHIELD II

Your shield work is disciplined and practiced. While wielding a shield, you gain an additional +1 bonus to your combative defense. Requires a STR stat of 18 and Shield I.

Cost: 3 Points

 

SHIELD III

You are a master of shieldcraft. While wielding a shield, you gain an additional +1 bonus to your combative defense. Additionally, if you would suffer a mandatory defect from an opponent's attack, you may choose to have your shield destroyed instead. A destroyed shield is removed from your inventory and must be replaced through roleplay before it may be used again. Requires a STR stat of 20 and Shield II.

Cost: 6 Points

 

SPEAR I

Your skill with a spear allows you to strike accurately at range. You receive a +1 bonus to attack rolls made when using a spear. Requires a STR stat of 16.

Cost: 1 Point

 

SPEAR II

Your spear strikes find openings in your opponent's defenses. You receive an additional +2 bonus to attack rolls made when using a spear. Requires a STR stat of 18 and Spear I.

Cost: 3 Points

 

SPEAR III

Your thrusts are capable of inflicting life-altering injuries. When you roll a natural 20 while attacking with a spear, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Crippled defect unless another effect prevents it. Requires a STR stat of 20 and Spear II.

Cost: 6 Points

 

SWORD I

Your attacks with a sword are difficult to defend against. You receive a +1 bonus to attack rolls made when using a sword. Requires a STR stat of 16.

Cost: 1 Point

 

SWORD II

Your skill with a sword allows you to capitalize on the smallest opening. You receive an additional +2 bonus to attack rolls made when using a sword. Requires a STR stat of 18 and Sword I.

Cost: 3 Points

 

SWORD III

A single perfect strike can permanently alter the course of a fight. When you roll a natural 20 while attacking with a sword, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Maimed defect unless another effect prevents it. Requires a STR stat of 20 and Sword II.

Cost: 6 Points

 

ACCURATE

Your steady hand and keen eye make you deadly accurate with ranged weapons. You gain a +1 bonus to attack rolls made with ranged weapons. May be taken up to three times.

Cost: 1 Point

 

DOUBLE SHOT

You are capable of loosing multiple missiles in rapid succession. When using a bow or crossbow, you may make one additional ranged attack during your turn. Requires a DEX stat of 18.

Cost: 2 Points

 

TRIPLE SHOT

Your speed and precision with ranged weapons are legendary. When using a bow or crossbow, you may make two additional ranged attacks during your turn. Requires a DEX stat of 20 and Double Shot.

Cost: 3 Points

 

HAIL OF STEEL

You are exceptionally quick with thrown weapons such as knives and hand axes. Gain +3 Initiative when using thrown weapons.

Requires a DEX stat of 18.

Cost: 3 Points
 

QUICK DRAW I

Your reflexes allow you to react more quickly than most combatants. Gain a +1 bonus to Initiative rolls. Requires a DEX stat of 16 and Alert.

Cost: 1 Point

 

QUICK DRAW II

You are capable of recognizing and responding to danger with remarkable speed. Gain an additional +1 bonus to Initiative rolls. Requires a DEX stat of 18 and Quick Draw I.

Cost: 2 Points

 

QUICK DRAW III

Your instincts and reflexes are among the finest in the realm. Gain an additional +1 bonus to Initiative rolls. Requires a DEX stat of 20 and Quick Draw II.

Cost: 3 Points

SPECIAL
These feats are Admin or Application Team granted only and are highly restricted. Backstories must explicitly detail how and why a character acquired these abilities or traits. Special Feats must be selected during character creation and may not be acquired later through normal progression unless otherwise approved by the Administration Team.

 

HEAD OF HOUSE

You are the ruling lord or lady of your house and bear responsibility for the protection and governance of your lands. You receive a +2 bonus to all Warfare skill checks. This is a free feat but may only be taken by approved ruling characters. As per the rules, heads of house residing in King's Landing will be extremely limited.

 

HEIR

You are the recognized heir to your house and are being groomed to one day assume its leadership. You receive a +1 bonus to all Warfare skill checks. This is a free feat but may only be taken by approved heir characters.

 

MASSIVE 

You are exceptionally large for your sex and culture, standing well beyond the normal range expected of most people. You gain +2 Strength. Additionally, only characters possessing this feat may exceed the maximum size limits established on the Avatar Size Guidelines board in the landing zone. This feat requires staff approval and is intended to remain extremely rare.

Cost: 3 Points

 

CRAFTING I

You possess exceptional talent in a chosen trade and gain a +1 to all crafting rolls. When crafting an item, success against DC 10 grants the crafted item a +1 bonus to a designated skill while worn or used. Requires a WIS stat of 16.

Cost: 1 Point.

 

CRAFTING II

Years of practice have refined your trade into true craftsmanship, gaining an additional +1 to all crafting rolls. Success against DC 14 grants an additional +1 bonus to the designated skill (for a total of +2). Items still receive a +1 bonus if the DC 10 threshold is met but the DC 14 threshold is not. Requires a WIS stat of 18 and Crafting I.

Cost: 2 Points.

 

CRAFTING III

You have become a master artisan of your chosen trade, earning an additional +1 to all crafting rolls. Success against DC 18 grants an additional +1 bonus to the designated skill (for a total of +3). Items still receive bonuses from lower DC thresholds if higher thresholds are not achieved. Requires a WIS stat of 20 and Crafting II.

Cost: 3 Points.

 

HEALING I

You possess extensive knowledge of anatomy, medicine, and treatment techniques. Through your skill, you are capable of producing more effective medical supplies. When creating a healing item, success against DC 10 grants the item an additional +1 Healing Point. Requires a WIS stat of 16.

Cost: 1 Point.

 

HEALING II

Your medical expertise allows you to create remedies and treatments of exceptional quality. When creating a healing item, success against DC 14 grants the item an additional +1 Healing Point (for a total of +2). Items still receive a +1 bonus if the DC 10 threshold is met but the DC 14 threshold is not. Requires a WIS stat of 18 and Healing I.

Cost: 2 Points.

 

HEALING III

You are a master healer whose remedies are sought throughout the realm. When creating a healing item, success against DC 18 grants the item an additional +1 Healing Point (for a total of +3). Items still receive bonuses from lower DC thresholds if higher thresholds are not achieved. Requires a WIS stat of 20 and Healing II.

Cost: 3 Points.

 

MAGIC I

You have begun to understand and wield the magic within your bloodline. You receive a +1 bonus to Magic rolls. Success against DC 10 grants a +1 bonus to the effect of the magic being used. Requires a WIS stat of 16.

Cost: 1 Point.

 

MAGIC II

Your command of your supernatural abilities continues to grow. You receive an additional +1 bonus to Magic rolls. Success against DC 14 grants an additional +1 bonus to the effect of the magic being used. Magic effects still receive a +1 bonus if the DC 10 threshold is met but the DC 14 threshold is not. Requires a WIS stat of 18 and Magic I.

Cost: 2 Points.

 

MAGIC III

Your mastery of sorcery rivals even the most accomplished practitioners of the known world. You receive an additional +1 bonus to Magic rolls. Success against DC 18 grants an additional +1 bonus to the effect of the magic being used. Requires a WIS stat of 20 and Magic II.

Cost: 3 Points.

 

DRAGON BOND I

Trust and understanding begin to form between you and your dragon. You gain a +1 bonus to Animal Handling rolls made to command your dragon. Requires a WIS stat of 16.

Cost: 1 Point.

 

DRAGON BOND II

The bond between rider and dragon deepens. You gain an additional +1 bonus to Animal Handling rolls made to command your dragon. Requires a WIS stat of 18 and Dragon Bond I.

Cost: 2 Points.

 

DRAGON BOND III

The connection between you and your dragon rivals the greatest partnerships in Targaryen history. You gain an additional +1 bonus to Animal Handling rolls made to command your dragon. Requires a WIS stat of 20 and Dragon Bond II.

Cost: 3 Points.