+10 DEFENSE once per round is almost +10 DEFENSE permanently. That's crazy powerful! I'd drop the bonus and the frequency on that one. Compare it to Dodge which is -2d6 (effectively +7 DEFENSE) to the attack, and no free teleport.
+2 bonus to hide - is that +2d6?
I was trying to mimic Blink from N.E.W. but failed to remember the requirement costs of the exploit. How's this?
FAEBRAND [1d6 years]
The last thing you can remember with any certainty is being lost in the forest. Occasionally, a vague recollection floats to the surface and sinks back into the depths of memory quicker than you can make a grab for it. But, little by little, the scraps of flashback coalesce into a greater whole. You had been spirited away to the realm of the fairy folk. Your time there is barely a vague remembrance, and how you managed to escape is a complete mystery. But, upon your return, you find yourself changed, skilled in the lesser abilities of your former host.
Attributes: STR +1, INT +1, WIL +1, LUC +1
Skill choices: persuasion, [defensive], survival, brawling, [lore], bluffing, [combat]
Bleak Fortune. You can inflict an enfeebling curse on a target within 10'. On a successful WIL vs MENTAL DEFENSE check, the target suffers a -1d6 die penalty to all checks for the next two rounds.
Fey Mysteries. You've retained a bit of fey magic. You learn the skills
abjuration,
hex, and
compulsion at 1 rank (1d6), if you do not already have them. You also learn the
Secret of Beasts.
Fae-touched. The years spent among the fey have infused you with the eldritch energies that flow through their realm, aligning you to the Fey Veil. You gain a resistance to magic (SOAK 5 (magic)).
Bonded Weapon (requires Fae-touched). You begin play with a high-quality weapon of your choice. This weapon exists within the mists of the Fey Veil and can be summoned to your hand (and dismissed) as a free action.
Veil of Shadow (requires Fae-touched). You summon a roiling cloak of shadow over yourself, rendering you nearly invisible in low-light/dark environments. It takes one action to draw the shroud from the Fey Veil and you gain a +2d6 bonus to checks made to hide.
Shadowstride (requires Veil of Shadow). You can sidestep reality through the Fey Veil, along the Shadowroad, and return, instantaneously, up to 10' from your prior position. If you take this exploit a second time, you can teleport as a reaction to an attack.
Patron's Grace. Once, when you would ordinarily die, you do not. Instead, you are granted a boon from a Fey benefactor that keeps you at 0 HEALTH until healed. When you have used your extra 'life' you cannot use it again.