TOMAGOMB AAs 1st Tier

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Advanced Spell Repertoire
The character has spent additional time studying the secrets of spellcasting (or ki meditation, or what have you). As such, they receive additional spells upon taking this AA: paladins, shadowknights, rangers and monks gain two extra spells/powers, while magi/sorcerers, clerics/druids and rune magi gain three extra spells.
 * Prerequisite: 10th level caster

Beautiful/Handsome
No, your character doesn't suddenly change appearance, this mostly represents a change of attitude and perhaps clothing / makeup. You may have always been attractive, but now you have the desire and know-how to use it! The character gains +20% on seduction and +10% on diplomacy, and gains an additional use for seduction: distraction. Rather than directly seduce the target, you flirt with them enough to distract them using the same rules for normal seduction. If you succeed, the target takes a -1 to perception for every 20% you succeed by (minimum -1), and it lasts for as long as you flirt with the target. For multiple targets, you take penalties: 2-4 people, -1/5th skill; 5-10 people, -2/5ths skill; 11-20 people, -3/5ths skill; and for crowds of 21+, -4/5ths skill. Your skill is always vs. the highest M.A. of any member of the crowd, since you're trying to distract ALL of them. If you only need a brief distraction, you can use partial nudity to remove a -1/5th penalty and gain +20% skill, but it only distracts the crowd reliably for 2 rounds, after that point they can make M.A. saves to come back to their senses - your friends had better work fast!

Unfortunately, now that you're flaunting it, people start recognizing you, and you get -10% skill with disguise attempts.

Beneficial Paranoia
Prerequisites:
 * M.A. 13+
 * Roleplay paranoia

You are constantly on the lookout for potential hazards and don't trust any situation. Your paranoia grants you a +2 bonus to M.A. for perception, +2 initiative, and you may use M.A. in place of Dex for your base Dodge if it would be beneficial.

Critical Thinker
Prerequisites:
 * Luck 15+
 * M.A. 13+

You're not just lucky, you're smart, and your success drives you to greater efforts. When you get a critical hit in combat, your next skill check gets a +20% bonus as long as it happens within the next hour. This bonus does not stack with itself. Whenever you get a critical (or mini-crit) skill success, you earn a free +1% bonus to that skill permanently.

Diehard
Prerequisites:
 * Fort 15+

When you reach negative HP, you don't fall unconscious. You may still only make one action per round (as if you were at 0 HP), and you still must roll stabilization checks until you are healed or stabilized. You roll at Fort -3 instead of Fort -4 to stabilize. Finally, you don't die until you reach your Fortitude x2 expressed as a negative number (so, at Fort 15 you don't die until -30 HP).

Dirty Fighting
Character gains +3 damage while performing a backstab.
 * Prerequisite: Class Ability - Backstab
 * Prerequisite for Assassin's Strike
 * Prerequisite for Flurry of Death

Dual Prowess
You gain an extra attack, but only with your dual-wielded offhand weapon. Special: You may take this AA multiple times, but the second rank requires either 18+ M.D. or Dex, and every rank after that requires 2 more in either stat (20+, 22+, etc.). Also, this AA cannot give you more offhand attacks than you have regular mainhand attacks.
 * Prerequisite: 15+ M.D.

Educated
Prerequisites:
 * M.A. 13+

You get a +3% bonus to any skills you have put skill points in. In addition, once per session when you are using a skill that requires time and thought you may gain a +20% bonus to that skill for the duration of that use of it.

Endurance
Character gains +1 HP / level, advances with level like a Fort. bonus would.
 * Prerequisite for Improved Recovery
 * Prerequisite for Incredible Recovery
 * Prerequisite for Miraculous Recovery

Energy Resistance
You have developed a resistance to a form of energy. You may choose one of fire, cold, electricity, acid, force, light, shadow, aether, holy or unholy energy damage (in a mundane campaign, reduce this to fire, cold, electricity and acid). You have 4 resistance to that form of energy, reducing damage taken.
 * Prerequisite: 13+ Fort

Evoker's Flair
Whenever the character casts a spell that deals damage, reroll any damage die result of 1.
 * Prerequisite for Critical Nuking
 * Prerequisite for Improved Critical Nuking

Foaming Rage
Character gains an additional +3 STR in rage, but also -1 AC.
 * Prerequisite: Class Ability - Rage
 * Prerequisite for Frenzied Rage

Hard Knocks
Character gains +2 to all physical damage. This bonus does not apply to crossbows, guns, or other artificially powered attacks.
 * Prerequisite for Flailing Blows
 * Prerequisite for Swift Arms

Haul Off and Hit 'Em
Prerequisites:
 * Str 13+
 * Proficiency with some form of melee weapon or unarmed

You can ready a formidable strike in melee - if it hits. As the first main action of a round, you may rear back to gain extra power and momentum with your next attack. When you follow up with an attack in your second main action, if your first attack lands you double your Str modifier to damage for one-handed weapons, or triple it for two-handed weapons on that attack only (this replaces your normal Str modifiers, i.e., it is the final Str bonus). You can combine this attempt with a Crushing Blow, still using just one main action (see Attacking under Combat in TOMAGOMB). If you do, you multiply your Str mod by 3 for a one-handed melee weapon or by 5 for a two-handed weapon. Doing so will advance you 1 round closer to combat fatigue, as usual for attempting a Crushing Blow.

The first opponent in each fight that you successfully strike with this attack must make a Fort -2 save or be addled, taking -2 Dex and M.A. for the next 2 rounds.

Healer's Gift
Whenever the character casts a spell that heals HP, the subject healed gains an extra amount equal to 2 x the CPD spent on that spell. Additionally, roll a 1d20. On a roll of 1, the heal is a critical heal for double the amount normally restored.
 * Prerequisite for Improved Critical Heal
 * Prerequisite for Multi-Heal

I Know How to Hurt You
Prerequisites:
 * Knowledge: Anatomy 60% or more

You're apparently ignoring the Hippocratic Oath, because you've turned your knowledge of anatomy into a deadly weapon. You get +1 damage with all attacks against biological creatures, plus an additional 1 per full 100% of Knowledge: Anatomy. In addition, whenever you score a critical hit the target suffers debilitating pain if it fails a Fort -2 save (unless it is a being immune to pain, such as the undead), giving it -1 Strength and Dexterity for the next hour.

Improved Aether Overdraw
When the character uses Aether Overdraw, they gain 5 CPD to use instead of the usual 1 CPD. It still requires half of the character's max. HP in damage, rounded up.
 * Prerequisite for Overpower Spell

Improved Fatiguing Strike
Prerequisites:
 * Str 13+, OR M.D. 13+

When you make a fatiguing strike (see special attacks in TOMAGOMB), you advance the target two rounds closer to combat fatigue instead of one. In addition, whenever you land a critical hit in combat, your target advances one round closer to combat fatigue (so if the attack was a fatiguing strike, they advance 3 rounds closer on a critical hit).

Improved Harm Touch
The Shadowknight's Harm Touch is more potent, inflicting 3 x SK level instead of 2 x SK level.
 * Prerequisite: Class Ability - Harm Touch
 * Prerequisite for Vampiric Touch
 * Prerequisite for Death Touch

Improved Lay on Hands
The Paladins Lay on Hands is more efficacious, healing 3 x Paladin level instead of 2 x Paladin level.
 * Prerequisite: Class Ability - Lay on Hands
 * Prerequisite for Absolving Touch
 * Prerequisite for Martyr's Cry

Infiltrator
Prerequisites:
 * M.A. 13+
 * Stealth 40% or more
 * Lockpicking/Disable Traps 60% or more
 * Skill Specialization: Breaking and Entering (can be gained from the Latent Specialty AA)

You are comfortable being where you shouldn't be. You reduce all security penalties by 1/5th for Lockpicking/Disable Traps, and you gain +10% Breaking and Entering, +10% Stealth, and +10% Bluff when you're caught off-guard.

Insidious Mind
Whenever a creature makes a M.A. save against an effect you created, that creature suffers a -2 penalty to M.A. after all other factors have been figured in for purposes of making the save.
 * Prerequisite: 12+ M.A.
 * Prerequisite: Knowledge of 3 or more Mental spells, at least two of which affect another creature
 * Prerequisite for Mental Anguish
 * Prerequisite for Lingering Thoughts

Jack of All Trades

 * Prerequisite: 13+ M.A. or Bard
 * Prerequisite: Knowledge of 4 or more trained skills 5% higher than default

You can use all skills you don't know as if they were trained up to 5% higher than default. Further, you also gain a +5% bonus to every skill you've trained above 20%.

Just a Flesh Wound
Prerequisites:
 * Fort 15+

You are exceptionally resilient and can shrug off punishment that would be crippling or deadly to another. Once per encounter, you may reduce the damage that any one attack deals to you after all other modifiers, taking only 1/2 rounded up. For example, if a warrior with 8 AC is struck for 30 damage by a critical hit, the remaining actual damage would be 22. Using this AA, the 22 damage would be cut in half to 11.

In addition, if the GM is playing the called shot rules, you may ignore the first two strikes each day to any given location on your body. The third strike in the same spot has the usual effect. The only additional exception is that deadly strikes are less deadly to you: you make the Fortitude save at -1 per 20 damage dealt (and your opponents still have to land 3 attacks in the same spot to achieve this).

Keep On Rollin'
Prerequisite:
 * Luck 13+

You gain 2 additional Luck rerolls each session. In addition, once per session you can make a second Luck reroll if you don't like your second result. Whatever the third result is, you're stuck with it!

Laborer
Prerequisite:
 * Str 13+
 * Background in physical labor

You have had to be tough for your job, and it shows. You gain max. HP equal to your Str score, and you increase your maximum carrying capacity by a number of pounds equal to your Str score (which gives retroactive bonuses as your Str increases).

Latent Specialty
Prerequisite:
 * Any skill at 60% or higher

You gain a latent skill specialization, but only in a skill you know at 60% or higher. This works just like the class ability (i.e., you roll the skill twice and take the better of the two results anytime you make the skill check).

Latent Talent
Choose a stat your character doesn't possess, i.e., Piety, L.S. or M.D. You gain that stat, and have a score of 8 in it. If you chose a stat that now gives you CPD and you have nothing to spend it on, you gain at least two spells or powers you can cast with your newfound CPD, and will gain an additional power every 5 character levels thereafter. The character may choose spells or powers from any class spell list that uses his chosen stat (i.e., Piety would open up classes such as cleric, monk and paladin, while Life Spirit would allow access to mage, shadowknight and monk. Classes that can use either stat are open to either choice), with the exception of rune mage. Runic magic is far too exacting to learn on the fly, as it is both an art and a science.

Let Sleeping Dogs Lie
You have trained to fight from the prone position, suffering none of the normal combat penalties associated with prone. Additionally, you can rise from prone as a free action once per round and travel up to 10 ft. as part of rising. If you fall prone multiple times during your action, each subsequent time requires a main action, although you may still travel up to 10 ft. as part of rising. Finally, if you get grappled into a prone position (pinned), you don't face the normal penalties (only the grappling penalties) and in fact can make an escape attempt for each attack you could normally make (or once per main action, whichever is more) to return to a standing grapple. This AA will allow you to take your enemies by surprise as they'll be expecting you to be at some disadvantage.
 * Prerequisite: 15+ Dex, or 15+ M.D.
 * Prerequisite for Opossum's Tenacity
 * Prerequisite for Dream Fighter
 * Prerequisite for Blind Master

Light-footed Stride
In addition to your normal speed of Dex X 5 ft. / action (jogging), you gain a +20 bonus to this speed and can perform the following special action: "Run for Dear Life - When in an all-out run, you may make a Dexterity check to run even faster. If you succeed, your jogging speed increases by 5 ft. + 5 ft. / amount your roll was under your Dex. If you fail, you stumble and lose that much speed.  A critical success doubles the amount you would’ve gained, and a critical failure means you trip and fall."
 * Prerequisite: 15+ Dex

Linguist
Character learns 5 new languages, or has the capacity to.

Lost Mantras
You reduce the casting time of all ritual spells by half, and ritual spells cost 1 CPD less to cast, to a minimum of 1/2 CPD.
 * Prerequisite: Knowledge of 3 or more ritual spells.

Lucky
You gain +1 to Luck, which gives you both the stat point and raises the stat cap on Luck by 1, when you take this AA. Characters who already possess 20 Luck may not take Lucky, and any stat cap which would result in more than 20 potential Luck stops at 20.
 * Prerequisite for Chance Fate
 * Prerequisite for Fortune's Chosen

Mental Giant
Prerequisite:
 * Mental Aptitude 13+

You gain a +1 M.A. bonus for making any check that requires thinking (not for perception or saving throws), and +2% to any skills that have M.A. as a governing stat. In addition, once per day for the duration of 1 round you may add an amount of damage to any damaging effect you create equal to your skill/language bonus for M.A. (i.e., if you have 15 M.A. and use this effect then for 1 round all damage effects you cause deal +4 damage).

Mighty
Prerequisite:
 * Strength 13+

You gain a +2 bonus on all Strength checks, including grapple checks and saving throws (although Strength saves are rare).

Nimble
Character gains +4% Dodge.

No Weak Point
When a foe makes a called shot against the character, that foe has an additional -2 Dex penalty. If an AA called critical is used on the character, they may still dodge (at the normal 1/2 dodge rounded down).

Packmule
You can carry 100 lbs. more gear than normal, including the amount at which you become encumbered. This effectively also means you can run with no penalty in any grade of armor, regardless of Strength score.
 * Prerequisite : 11+ Str
 * Prerequisite for Giant’s Grip

Perceptive
You gain a +3 bonus to M.A. for purposes of perception checks.

Poison Use
Character can use poisons on their weapons without risk of poisoning themselves, and gain +1 to damage when using a poisoned weapon.

Potent
You gain an extra stat point to spend, though your stat caps remain the same.

Quick Reflexes
Prerequisites:
 * Dex 13+

When you are making a Dex saving throw, you get a +2 bonus to Dex. In addition, you gain +2% dodge and +2 initiative.

Serendipitous Perception
Prerequisite:
 * Luck 13+

You may use Luck instead of M.A. for perception. This does not replace any other aspect of M.A.

Song Enhancement
You may add an extra 1st level bardsong effect to your bardsong, so long as it isn't one you already possessed. Example: Gerrett takes Song Enhancement at level 20, all bard levels. He chose 1 AC at 1st level, 1 Dex at level 10, and +4% Dodge at level 20. Now he can only add one of the following with this AA: +1 damage, +1 Str, +1 spell damage, or +1 healed from healing effects.
 * Prerequisite: Bardsong 8+ times per day
 * Prerequisite for Song Extension

Speedload Crossbow
Your character is able to reload a light crossbow using an attack instead of a main action (whichever is more beneficial), a heavy crossbow using two attacks instead of two main actions, or one attack and one main action (or two main actions if that's still more beneficial), and a ballista (if proficient with Siege Weapons) in 3 main actions (each main action you spend counts for 2).
 * Prerequisite: Crossbow Proficiency

Stat Breaker
There are two versions of Stat Breaker the character can take.
 * 1) Raises the maximum statistic cap by one for all five basic stats (Str, Dex, Fort, M.A. and Luck)
 * 2) Raises the maximum statistic cap  for one statistic,  either one of the Class stats (L.S., Piety, or M.D.) by one point or one of the basic stats (Str, Dex, Fort, M.A. or Luck) by two points.

Stout
Character gains a +2 bonus to Fortitude checks.
 * Prerequisite for Poison Immunity

Strong Spirit
Character gains +2 CPD.
 * Prerequisite for Great Spirit
 * Prerequisite for School Specialization
 * Prerequisite for Spell Specialization

Talented
Character gains a +25% bonus to any one skill.

The Graduate
Prerequisites:
 * M.A. 15+

You have gained exceptional insight, and have combined it with raw determination to advance. You immediately gain a level when taking this AA, complete with all bonuses that would entail. If taken at level 60, this allows you to effectively break the level cap by one level.

Thieves' Gambit
You gain special uses for Luck to aid you at your worst moments in thievery. First, whenever you fail a Pickpocket check (including by being spotted or by critical failure), you may attempt to immediately switch in an item you are carrying to the same spot as the item you're trying to steal. Roll a Luck check to do so. Success means you have switched out the item you were holding for the item that person was carrying without them noticing, though your item must weigh between 50% less to 50% more than the item you're trying to steal and has to be within very easy reach (you could try to do this by pickpocketing someone else nearby for an item, but that's really pushing it!). Failure means you dropped your item and failed to get theirs, and the subject saw you do both.
 * Prerequisite: Over 70% skill in each of Lockpicking/Disable Traps and Pickpocket
 * Prerequisite: Character must have critically succeeded or failed on a skill check for either Lockpicking/Disable Traps or Pickpocket during play. 15+ Luck can stand in for this requirement.  By GM discretion, he may substitute instead three instances that the character has taken a life-threatening, completely wild risk involving those skills.

Second, whenever you fail a Lockpicking/Disable Traps check (even a critical failure), you may immediately push your tools to their limit by making a Luck check. Success indicates that, while you broke your tools you managed to get the lock open or the trap disarmed safely (mithril tools won't break on this success). Failure indicates that you broke the tool off inside the mechanism, and now the mechanism is utterly jammed (a mithril tool will just get completely stuck on a failure, requiring the lock or even the entire mechanical wall to be torn apart to retrieve it). After such a failure, it will take nothing less than brute force to annihilate the lock or trap in question; no amount of finesse can go further.

Tinkerer
Prerequisite:
 * Two craft skills at 40% or more
 * Skill Specialist in at least one of the two skills (see the Latent Specialty AA)

You love creating new things and fiddling with the theoretical. You gain +10% to the two prerequisite craft skills, and reduce the penalty of researching new inventions to -2/5ths instead of -3/5ths.

Toughness
Being particularly thick-skinned, the character gains +1 AC.

Untiring
The number of rounds at which you become combat fatigued, exhausted and unconscious is increased by +10 rounds. "Example: Djumi Ooomboulos the bedkip assassin has 12 Fortitude, normally allowing him 24 rounds of combat between each state. After taking the AA Untiring, he has 34 rounds between each state."
 * Prerequisite: 11+ Fort

Varied Training
Character gains 3 new weapon or armor proficiencies, and they can be of any type as long as the character meets the prerequisites.

Windfall
Your character has come into some money somehow. Perhaps you win a lottery, inherent a fortune, or finally get paid by that no-account baron who owes you. However it happens, you gain +1000 gp upon taking this AA. If you take this AA multiple times, it scales upwards with +2000 gp on the second, +3000 gp on the third instance, etc.
 * Prerequisite: Luck score cannot be below 10

Would I Lie to You?
Prerequisite:
 * M.A. 13+
 * Subterfuge 70% or higher (if the GM is using Trickery or Silver Tongue instead, use that skill)
 * Skill Specialist: Subterfuge (see the Latent Specialty AA)

You are an accomplished liar, catching people off-guard and being charismatic even if your lie is seen through. You gain +20% skill when using Subterfuge for bluff, and your victims have -1 Perception to detect your lies. Even when your lies are detected (unless they are about something horrible or covering up something horrible) people tend to react with bemusement and eye-rolling rather than deadly force (critical failures are still bad though, but nearly impossible with skill specialist). People may not believe what you say after such a failure, but they won't necessarily dislike you. If this happens a lot you may get a reputation as a teller of tall tales and a stretcher of truths, but the sort that still gets a friendly greeting at the pub.