Inspire Allies - Once a day the Leader can rally his allies into action, granting them +1 to attack rolls and damage rolls. The recipient must be able to hear the Leader in order to receive the bonus. Move Action.
Deadly Aim - Once a day the Archer can focus his skill to strike a particularly devastating blow on his enemies. Grants a +2 to attack rolls when using a ranged weapon. Standard Action.
Woeful Strike - Once a day the Fighter can muster all of his strength to combat his enemies. Grants a +2 to damage rolls when using a melee weapon. Standard Action.
Wilderness Lore - Once a day the Scout can concentrate his knowledge to aid him in the wilderness. Grants a +2 bonus to any wilderness related checks.
Every character gets 1 + Level Action Points. You use Action Points to add a 1d6 to any roll at any time. You do not have to specify before the roll that you wish to use an Action Point. You can only use 1 AP a round, but you can trade an extra Action Point to upgrade your die. Example, if you have 2 Action Points, you may use both to give you a 1d8 instead of the normal 1d6. If you have 3 Action Points you can spend all three to give you a 1d10 instead of the normal 1d6.
At 5th level, the default 1d6 is bumped up to 1d8. At 10th level, the default 1d8 is bumped up to 1d10.
Rules for weapons taking damage and being broken:
Each character has special knowledge of their homeland. They know major cities and well-travelled roads, distinct landmarks and geographical features, famous kings and infamous criminals. To represent this knowledge, each character receives +2 ranks on Knowledge (Homeland).
This bonus stacks with any other ranks put into this skill.