Specialization Talents: Difference between revisions

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!Discreption
!Discreption
|-
|-
|BULL RUSH
|Bull Rush
|Combat
|Combat
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: STR vs FORT. Hit: Knock the creature prone if it is no more than two sizes larger than you.
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: STR vs FORT. Hit: Knock the creature prone if it is no more than two sizes larger than you.
|-
|-
|EXPLOITATIVE
|Exploitative
|Combat
|Combat
|You gain the ability to Exploit
|You gain the ability to Exploit
|-
|-
|GIANT SLAYER
|Giant Slayer
|Combat
|Combat
|Gain TA against creatures that are one or more Sizes larger than you.
|Gain TA against creatures that are one or more Sizes larger than you.
|-
|-
|OPPORTUNIST
|Opportunist
|Combat
|Combat
|You gain +2 to hit on Exploit attacks.
|You gain +2 to hit on Exploit attacks.
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!Discreption
!Discreption
|-
|-
|CAREFUL SHOT
|Careful Shot
|Combat, Archery
|Combat, Archery
|
|
|You can deduct any penalties to your attack roll, such as those from cover or TD, from your [[damage]] roll instead of your attack roll.
|You can deduct any penalties to your attack roll, such as those from cover or TD, from your [[damage]] roll instead of your attack roll.
|-
|-
|COOL UNDER PRESSURE
|Cool Under Pressure
|Combat, Archery
|Combat, Archery
|
|
|When you make a Ranged weapon attack and are within 5 ft of a hostile creature, you do not gain any TD.
|When you make a Ranged weapon attack and are within 5 ft of a hostile creature, you do not gain any TD.
|-
|-
|GUARDED SHOT
|Guarded Shot
|Combat, Archery
|Combat, Archery
|
|
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.
|-
|-
|POINT BLANK SHOT
|Point Blank Shot
|Combat, Archery
|Combat, Archery
|Guarded Shot
|Guarded Shot
|When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by 1 (e.g., if you crit on a 20, now crit on a 19-20).
|When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by 1 (e.g., if you crit on a 20, now crit on a 19-20).
|-
|-
|POWER SHOT
|Power Shot
|Combat, Archery
|Combat, Archery
|Guarded Shot
|Guarded Shot
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!Discreption
!Discreption
|-
|-
|ASTOUNDING CRITICAL
|Astounding Critical
|Combat, Crit
|Combat, Crit
|
|
|When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining.
|When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining.
|-
|-
|GO FOR THE KNEES
|Go For The Knees
|Combat, Crit
|Combat, Crit
|
|
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.
|-
|-
|GORE
|Gore
|Combat, Crit
|Combat, Crit
|Prerequisites: Bull Rush
|Prerequisites: Bull Rush
|If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked prone and you may immediately make another attack against that creature without expending AP.
|If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked prone and you may immediately make another attack against that creature without expending AP.
|-
|-
|IMPALE
|Impale
|Combat, Crit
|Combat, Crit
|
|
|If you crit with a two-handed melee weapon that deals sharp damage, make a secondary attack: DEX vs FORT. Hit: the target is Grappled.
|If you crit with a two-handed melee weapon that deals sharp damage, make a secondary attack: DEX vs FORT. Hit: the target is Grappled.
|-
|-
|OPPORTUNISTIC CRIT
|Opportunistic Crit
|Combat, Crit
|Combat, Crit
|
|
|If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your Reactive Attack are still met.
|If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your Reactive Attack are still met.
|-
|-
|SLOW AND STEADY
|Slow And Steady
|Combat, Crit
|Combat, Crit
|
|
|You gain +1 damage on all damage rolls, but can no longer crit. This increases by an additional +1 at levels 10, 20, and 30 to a maximum of +4, but does not work retroactively.
|You gain +1 damage on all damage rolls, but can no longer crit. This increases by an additional +1 at levels 10, 20, and 30 to a maximum of +4, but does not work retroactively.
|-
|-
|TRAINING MEETS OPPORTUNITY
|Training Meets Opportunity
|Combat, Crit
|Combat, Crit
|Weapon Expertise
|Weapon Expertise
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!Discreption
!Discreption
|-
|-
|BASIC DUAL WIELD
|Basic Dual Wield
|Combat, Two-Weapon Fighting
|Combat, Two-Weapon Fighting
|
|
|You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn.
|You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn.
|-
|-
|ADVANCED DUAL WIELD
|Advanced Dual Wield
|Combat, Two-Weapon Fighting
|Combat, Two-Weapon Fighting
|Basic Dual Wield
|Basic Dual Wield
|When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the Light and One-Handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your second attack any number of times per turn provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP).
|When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the Light and One-Handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your second attack any number of times per turn provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP).
|-
|-
|BLADE BLOCKER
|Blade Blocker
|Combat, Two-Weapon Fighting
|Combat, Two-Weapon Fighting
|Basic Dual Wield
|Basic Dual Wield
|While you are using two weapons, you gain Resist Physical 2 against melee attacks.
|While you are using two weapons, you gain Resist Physical 2 against melee attacks.
|-
|-
|BLADE BLOCKER II
|Blade Blocker II
|Combat, Two-Weapon Fighting
|Combat, Two-Weapon Fighting
|Blade Blocker, Dual Wield IV
|Blade Blocker, Dual Wield IV
|Blade Blocker becomes Resist Physical 4.
|Blade Blocker becomes Resist Physical 4.
|-
|-
|DUAL WIELD
|Dual Wield
|Combat, Two-Weapon Fighting
|Combat, Two-Weapon Fighting
|Basic Dual Wield
|Basic Dual Wield
|You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the Light tag.
|You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the Light tag.
|-
|-
|DUAL WIELD II
|Dual Wield II
|Combat, Two-Weapon Fighting
|Combat, Two-Weapon Fighting
|Dual Wield
|Dual Wield
|You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the Light tag (they must both still have the One-Handed tag).
|You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the Light tag (they must both still have the One-Handed tag).
|-
|-
|DUAL WIELD III
|Dual Wield III
|Combat, Two-Weapon Fighting
|Combat, Two-Weapon Fighting
|Dual Wield II, STR 2
|Dual Wield II, STR 2
|You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the Hand-and-a-Half tag.
|You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the Hand-and-a-Half tag.
|-
|-
|DUAL WIELD IV
|Dual Wield IV
|Combat, Two-Weapon Fighting
|Combat, Two-Weapon Fighting
|Dual Wield III, STR 4
|Dual Wield III, STR 4
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!Discreption
!Discreption
|-
|-
|DUELIST
|Duelist
|Combat, One-Handed Fighting
|Combat, One-Handed Fighting
|
|
|When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon.
|When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon.
|-
|-
|LUNGE
|Lunge
|Combat, One-Handed Fighting
|Combat, One-Handed Fighting
|
|
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!Discreption
!Discreption
|-
|-
|REND
|Rend
|Combat, Two-Handed Fighting
|Combat, Two-Handed Fighting
|STR 2
|STR 2
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'''Rend''' When you make an attack with a two-handed melee weapon using STR, add double your STR to the damage roll, instead of only adding your STR. (END/Rest)
'''Rend''' When you make an attack with a two-handed melee weapon using STR, add double your STR to the damage roll, instead of only adding your STR. (END/Rest)
|-
|-
|REND II
|Red II
|Combat, Two-Handed Fighting
|Combat, Two-Handed Fighting
|Rend
|Rend
|Rend becomes END/Recoup.
|Rend becomes END/Recoup.
|-
|-
|REND III
|Rend III
|Combat, Two-Handed Fighting
|Combat, Two-Handed Fighting
|Rend II, STR 6
|Rend II, STR 6
|Rend becomes END/Catch Breath.
|Rend becomes END/Catch Breath.
|-
|-
|GREAT REND
|Great Rend
|Combat, Two-Handed Fighting
|Combat, Two-Handed Fighting
|Rend, STR 4
|Rend, STR 4
|When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP. (2/Recoup)
|When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP. (2/Recoup)
|-
|-
|GREAT REND II
|Great Rend II
|Combat, Two-Handed Fighting
|Combat, Two-Handed Fighting
|Great Rend I, STR 8
|Great Rend I, STR 8
|Great Rend becomes 2/Catch Breath.
|Great Rend becomes 2/Catch Breath.
|-
|-
|GREAT REND III
|Great Rend III
|Combat, Two-Handed Fighting
|Combat, Two-Handed Fighting
|Great Rend II, STR 10
|Great Rend II, STR 10
|You may use your Great Rend ability indefinitely.
|You may use your Great Rend ability indefinitely.
|-
|-
|HACKING BLOW
|Hacking Blow
|Combat, Two-Handed Fighting
|Combat, Two-Handed Fighting
|Rend
|Rend
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!Discreption
!Discreption
|-
|-
|WEAPON EXPERTISE
|Weapon Expertise
|Combat, Weapon
|Combat, Weapon
|
|
|Choose a weapon type: One-handed, Two-handed, or Hand- and-a-Half. Choose a range: Melee, Ranged, or Reach. Gain +1 to hit and +1 to damage with weapons that have both of those qualities.
|Choose a weapon type: One-handed, Two-handed, or Hand- and-a-Half. Choose a range: Melee, Ranged, or Reach. Gain +1 to hit and +1 to damage with weapons that have both of those qualities.
|-
|-
|WEAPON MASTERY
|Weapon Mastery
|Combat, Weapon
|Combat, Weapon
|Weapon Expertise
|Weapon Expertise
|Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have Two-Handed, Ranged Weapon Expertise, you may choose a Longbow). Gain +1 to hit and +1 to damage with that type of weapon.
|Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have Two-Handed, Ranged Weapon Expertise, you may choose a Longbow). Gain +1 to hit and +1 to damage with that type of weapon.
|-
|-
|IMPROVED WEAPON MASTERY
|Improved Weapon Mastery
|Combat, Weapon
|Combat, Weapon
|Weapon Mastery
|Weapon Mastery
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!Discreption
!Discreption
|-
|-
|CHARMER
|Charmer
|Command, Social
|Command, Social
|
|
|You may make a special attack: +CHA vs WILL of a creature within 30 ft of you that is not hostile towards you. Hit: They are Charmed by you for 10 minutes. (2/Recoup)
|You may make a special attack: +CHA vs WILL of a creature within 30 ft of you that is not hostile towards you. Hit: They are Charmed by you for 10 minutes. (2/Recoup)
|-
|-
|CHARMER II
|Charmer II
|Command, Social
|Command, Social
|Charmer
|Charmer
|Charmer becomes 2/Catch Breath.
|Charmer becomes 2/Catch Breath.
|-
|-
|ON YOUR FEET
|On Your Feet
|Command, Social
|Command, Social
|
|
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!Discreption
!Discreption
|-
|-
|AIN’T NO GRAVE
|Ain't No Grave
|Defense
|Defense
|
|
|When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP.
|When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP.
|-
|-
|HARDY
|Hardy
|Defense
|Defense
|
|
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level) d(X)+(Level x2). Additionally, each time you level up, gain +1 additional HP.
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level) d(X)+(Level x2). Additionally, each time you level up, gain +1 additional HP.
|-
|-
|HARDY II
|Hardy II
|Defense
|Defense
|Hardy, Level 10
|Hardy, Level 10
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level) d(X)+(Level x3). Additionally, each time you level up, gain +1 additional HP.
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level) d(X)+(Level x3). Additionally, each time you level up, gain +1 additional HP.
|-
|-
|HARDY III
|Hardy III
|Defense
|Defense
|Hardy II, Level 15
|Hardy II, Level 15
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). You suffer no negative effects from Fatigue for the first day you are fatigued (allowing you to remove Death Points normally). This ability resets when your fatigue is removed. Additionally, each time you level up, gain +1 additional HP.
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). You suffer no negative effects from Fatigue for the first day you are fatigued (allowing you to remove Death Points normally). This ability resets when your fatigue is removed. Additionally, each time you level up, gain +1 additional HP.
|-
|-
|MEAT PILE
|Meat Pile
|Defense
|Defense
|Hardy
|Hardy
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!Discreption
!Discreption
|-
|-
|EVASIVE
|Evasive
|Defense, Armor
|Defense, Armor
|Incompatible: Lucky Placement, Impulse, Tough
|Incompatible: Lucky Placement, Impulse, Tough
|If you are not wearing armor, you may use your REF in place of your AR, but your AR cannot exceed 14 when you do.
|If you are not wearing armor, you may use your REF in place of your AR, but your AR cannot exceed 14 when you do.
|-
|-
|EVASIVE II
|Evasive II
|Defense, Armor
|Defense, Armor
|Evasive
|Evasive
|Your AR cannot exceed 18 when you use this feature.
|Your AR cannot exceed 18 when you use this feature.
|-
|-
|EVASIVE III
|Evasive III
|Defense, Armor
|Defense, Armor
|Evasive II
|Evasive II
|Your AR has no limit when you use this feature.
|Your AR has no limit when you use this feature.
|-
|-
|CAN’T KILL WHAT YOU CAN’T CATCH
|Can't Kill What You Can't Catch
|Defense, Armor
|Defense, Armor
|Evasive
|Evasive
|When an attack that targets your REF misses you, you may move 5 ft.
|When an attack that targets your REF misses you, you may move 5 ft.
|-
|-
|PERFECT DODGE
|Perfect Dodge
|Defense, Armor
|Defense, Armor
|Evasive II
|Evasive II
|If you would take half damage from an attack that targets your REF, you instead take no damage.
|If you would take half damage from an attack that targets your REF, you instead take no damage.
|-
|-
|HEAVY ARMOR TRAINEE
|Heavy Armor Mastery
|Defense, Armor
|Defense, Armor
|
|
|Your movement is no longer restricted by wearing heavy armor.
|Your movement is no longer restricted by wearing heavy armor.
|-
|-
|IMPULSE
|Impulse
|Defense, Armor
|Defense, Armor
|Incompatible: Evasive, Tough
|Incompatible: Evasive, Tough
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do.
do.
|-
|-
|IMPULSE II
|Impulse II
|Defense, Armor
|Defense, Armor
|Impulse
|Impulse
|Your AR cannot exceed 18 when you use this feature.
|Your AR cannot exceed 18 when you use this feature.
|-
|-
|IMPULSE III
|Impulse III
|Defense, Armor
|Defense, Armor
|Impulse II
|Impulse II
|Your AR has no limit when you use this feature.
|Your AR has no limit when you use this feature.
|-
|-
|LIGHT ARMOR TRAINEE
|Light Armor Trainee
|Defense, Armor
|Defense, Armor
|
|
|You gain +1 AR, REF, and FORT while wearing light armor.
|You gain +1 AR, REF, and FORT while wearing light armor.
|-
|-
|LUCKY PLACEMENT
|Lucky Placement
|Defense, Armor
|Defense, Armor
|Incompatible: Evasive
|Incompatible: Evasive
|You can use your LUCK (max +4), instead of your DEX, when calculating your REF.
|You can use your LUCK (max +4), instead of your DEX, when calculating your REF.
|-
|-
|LUCKY PLACEMENT II
|Lucky Placement II
|Defense, Armor
|Defense, Armor
|Lucky Placement
|Lucky Placement
|You can use your LUCK (max +8), instead of your DEX, when calculating your REF. You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures.
|You can use your LUCK (max +8), instead of your DEX, when calculating your REF. You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures.
|-
|-
|LUCKY PLACEMENT III
|Lucky Placement III
|Defense, Armor
|Defense, Armor
|Lucky Placement
|Lucky Placement
|You can use your LUCK, instead of your DEX, when calculating your REF.
|You can use your LUCK, instead of your DEX, when calculating your REF.
|-
|-
|SECOND SKIN: LIGHT ARMOR
|Second Skin: Light Armor
|Defense, Armor, Repeatable
|Defense, Armor, Repeatable
|
|
|Choose one type of light armor (such as leather or gambeson). Gain the armor’s Resist bonus when wearing that type of armor.
|Choose one type of light armor (such as leather or gambeson). Gain the armor’s Resist bonus when wearing that type of armor.
|-
|-
|SECOND SKIN: MEDIUM ARMOR
|Second Skin: Medium Armor
|Defense, Armor, Repeatable
|Defense, Armor, Repeatable
|
|
|Choose one type of medium armor (such as brigandine or lamellar). Gain the armor’s Resist bonus when wearing that type of armor.
|Choose one type of medium armor (such as brigandine or lamellar). Gain the armor’s Resist bonus when wearing that type of armor.
|-
|-
|SECOND SKIN: HEAVY ARMOR
|Second Skin: Heavy Armor
|Defense, Armor, Repeatable
|Defense, Armor, Repeatable
|
|
|Choose one type of heavy armor (chainmail or plate). Gain the armor’s Resist bonus when wearing that type of armor.
|Choose one type of heavy armor (chainmail or plate). Gain the armor’s Resist bonus when wearing that type of armor.
|-
|-
|SECOND SKIN: SHIELDS
|Second Skin: Shields
|Defense, Armor, Repeatable
|
|
|Defense, Armor, Repeatable
|Choose one type of shield (such as buckler or tower shield). Gain the shield’s Resist bonus when you have that type of shield equipped.
|Choose one type of shield (such as buckler or tower shield). Gain the shield’s Resist bonus when you have that type of shield equipped.
|-
|-
|TOUGH
|Tough
|Defense, Armor
|Defense, Armor
|Incompatible: Evasive, Impulse
|Incompatible: Evasive, Impulse
|If you are not wearing armor, you may use your FORT in place of your AR, but your AR cannot exceed 14 when you do.
|If you are not wearing armor, you may use your FORT in place of your AR, but your AR cannot exceed 14 when you do.
|-
|-
|TOUGH II
|Tough II
|Defense, Armor
|Defense, Armor
|Prerequisites: Tough
|Prerequisites: Tough
|Your AR cannot exceed 18 when you use this feature.
|Your AR cannot exceed 18 when you use this feature.
|-
|-
|TOUGH III
|Tough III
|Defense, Armor
|Defense, Armor
|Prerequisites: Tough II
|Prerequisites: Tough II
|Your AR has no limit when you use this feature.
|Your AR has no limit when you use this feature.
|-
|-
|UNARMORED AWARENESS
|Unarmored Awareness
|Defense, Armor
|Defense, Armor
|Prerequisites: Unarmored Defense
|Prerequisites: Unarmored Defense
|You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 reactively when you are making an AWR roll or your ANT is being attacked. This bonus lasts until the beginning of your next turn. (1/Catch Breath)
|You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 reactively when you are making an AWR roll or your ANT is being attacked. This bonus lasts until the beginning of your next turn. (1/Catch Breath)
|-
|-
|UNARMORED AWARENESS II
|Unarmored Awareness II
|Defense, Armor
|Defense, Armor
|Unarmored Awareness
|Unarmored Awareness
|You can use this ability once for 0 Reactive AP, and indefinitely by spending 2 Reactive AP. Your free use of this ability recharges when you Catch your Breath.
|You can use this ability once for 0 Reactive AP, and indefinitely by spending 2 Reactive AP. Your free use of this ability recharges when you Catch your Breath.
|-
|-
|U N A R M O R E D AWA R E N E S S I I I
|Unarmored Awareness III
|Defense, Armor
|Defense, Armor
|Unarmored Awareness II
|Unarmored Awareness II
|You have three free uses of Unarmored Awareness, which you regain when you Catch your Breath. Subsequent uses of Unarmored Awareness cost only 1 AP.
|You have three free uses of Unarmored Awareness, which you regain when you Catch your Breath. Subsequent uses of Unarmored Awareness cost only 1 AP.
|-
|-
|UNARMORED AWARENESS IV
|Unarmored Awareness IV
|Defense, Armor
|Defense, Armor
|Unarmored Awareness III, Level 15
|Unarmored Awareness III, Level 15
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!Discreption
!Discreption
|-
|-
|BARREL ROLL
|Barrel Roll
|Defense, Defensive Maneuvers
|Defense, Defensive Maneuvers
|
|
|You gain +2 AR against ranged attacks, and when a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space. You can only move in this way once on each round (regaining the ability at the start of each of your turns).
|You gain +2 AR against ranged attacks, and when a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space. You can only move in this way once on each round (regaining the ability at the start of each of your turns).
|-
|-
|BARREL ROLL II
|Barrel roll II
|Defense, Defensive Maneuvers
|Defense, Defensive Maneuvers
|Barrel Roll
|Barrel Roll
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.
|-
|-
|BRAWLER
|Brawler
|Defense, Defensive Maneuvers
|Defense, Defensive Maneuvers
|
|
|When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1.
|When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1.
|-
|-
|[[Human|HUMAN]] SHIELD
|Human Shield
|Defense, Defensive Maneuvers
|Defense, Defensive Maneuvers
|
|
|You gain +2 to your physical defenses while you have an enemy Grappled.
|You gain +2 to your physical defenses while you have an enemy Grappled.
|-
|-
|LURKER
|Lurker
|Defense, Defensive Maneuvers
|Defense, Defensive Maneuvers
|
|
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!Discreption
!Discreption
|-
|-
|BUCKLER SPECIALIZATION
|Buckler Specialization
|Defense, Shield
|Defense, Shield
|Shield Training
|Shield Training
|While you have a buckler equipped, you may add 1 AP to a melee attack you are making, if that attack hits, the creature gains TD while attacking you until the beginning of your next turn.
|While you have a buckler equipped, you may add 1 AP to a melee attack you are making, if that attack hits, the creature gains TD while attacking you until the beginning of your next turn.
|-
|-
|BUCKLER STRAP
|Buckler Specialization
|Defense, Shield
|Defense, Shield
|Shield Training
|Shield Training
|You may equip a Buckler by strapping it to your forearm, allowing both of your hands to be free.
|You may equip a Buckler by strapping it to your forearm, allowing both of your hands to be free.
|-
|-
|BUCKLER [[Warrior|WARRIOR]]
|Buckler
|Defense, Shield
|Defense, Shield
|Shield Fighting, Buckler Strap
|Shield Fighting, Buckler Strap
|You can use a two-handed weapon with a Buckler, and can use the two-handed benefits of a hand-and-a-half weapon.
|You can use a two-handed weapon with a Buckler, and can use the two-handed benefits of a hand-and-a-half weapon.
|-
|-
|SHIELD TRAINING
|Shield Training
|Defense, Shield
|Defense, Shield
|
|
Line 496: Line 496:
'''Brace''' Spend 1AP to raise your shield, gaining +3 to physical defenses until the beginning of your next turn. This automatically ends your turn.
'''Brace''' Spend 1AP to raise your shield, gaining +3 to physical defenses until the beginning of your next turn. This automatically ends your turn.
|-
|-
|SHIELD FIGHTING
|Shield Fighting
|Defense, Shield
|Defense, Shield
|Shield Training
|Shield Training
|You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands.
|You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands.
|-
|-
|MEDIUM SHIELD TRAINING
|Medium Shield Training
|Defense, Shield
|Defense, Shield
|Shield Training
|Shield Training
|You gain the Resist abilities of kite shields and heater shields.
|You gain the Resist abilities of kite shields and heater shields.
|-
|-
|MEDIUM SHIELD TRAINING II
|Medium Shield Training II
|Defense, Shield
|Defense, Shield
|Medium Shield Training
|Medium Shield Training
|You gain an additional +1 to your AR while wielding a kite or heater shield. The first time you use your Brace ability after rolling Initiative, it does not cost AP. (1/Catch Breath)
|You gain an additional +1 to your AR while wielding a kite or heater shield. The first time you use your Brace ability after rolling Initiative, it does not cost AP. (1/Catch Breath)
|-
|-
|MEDIUM SHIELD TRAINING III
|Medium Shield Training III
|Defense, Shield
|Defense, Shield
|Medium Shield Training II
|Medium Shield Training II
|While you have a kite or heater shield equipped, you gain +2 to your physical defenses against reactive attacks triggered by your movement.
|While you have a kite or heater shield equipped, you gain +2 to your physical defenses against reactive attacks triggered by your movement.
|-
|-
|MEDIUM SHIELD TRAINING IV
|Medium Shield Training IV
|Defense, Shield
|Defense, Shield
|Medium Shield Training III
|Medium Shield Training III
|If you are missed with an attack against your REF while you have Brace active and are wielding a kite or heater shield, you take no damage, if you would otherwise take half damage. You can use your Brace ability for 0 AP 2/Catch Breath.
|If you are missed with an attack against your REF while you have Brace active and are wielding a kite or heater shield, you take no damage, if you would otherwise take half damage. You can use your Brace ability for 0 AP 2/Catch Breath.
|-
|-
|MEDIUM SHIELD TRAINING V
|Medium Shield Training V
|Defense, Shield
|Defense, Shield
|Medium Shield Training IV
|Medium Shield Training IV
|Your Brace ability instead grants +4 to your Physical Defenses until the beginning of your next turn. You can use your Brace ability for 0 AP 3/Catch Breath.
|Your Brace ability instead grants +4 to your Physical Defenses until the beginning of your next turn. You can use your Brace ability for 0 AP 3/Catch Breath.
|-
|-
|MEDIUM SHIELD MASTERY
|Medium Shield Mastery
|Defense, Shield
|Defense, Shield
|Medium Shield Training V
|Medium Shield Training V
|You may now extend the bonus of your Brace ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns.
|You may now extend the bonus of your Brace ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns.
|-
|-
|SHIELD SIBLINGS
|Shield Siblings
|Defense, Shield, Synergy
|Defense, Shield, Synergy
|Shield Training
|Shield Training
|While you are within 5 ft of another creature with the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.
|While you are within 5 ft of another creature with the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.
|-
|-
|SHIELD WALL
|Shield Wall
|Defenses, Shield, Synergy
|Defenses, Shield, Synergy
|Shield Siblings
|Shield Siblings
Line 543: Line 543:
Neither you nor your Shield Sibling can be moved against your will while both shields are braced.
Neither you nor your Shield Sibling can be moved against your will while both shields are braced.
|-
|-
|SHIELD BASH
|Shield Bash
|Defense, Shield
|Defense, Shield
|Shield Training
|Shield Training
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you make a Shield Bash reactive attack for 1 AP, automatically hitting for 1d4 + STR damage.
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you make a Shield Bash reactive attack for 1 AP, automatically hitting for 1d4 + STR damage.
|-
|-
|TOWER SHIELD SPECIALIZATION
|Tower Shield Specialization
|Defense, Shield
|Defense, Shield
|Shield Training
|Shield Training
|You no longer suffer -5 ft speed while wielding a tower shield.
|You no longer suffer -5 ft speed while wielding a tower shield.
|-
|-
|TOWER SHIELD SPECIALIZATION II
|Tower Shield Specialization II
|Defense, Shield
|Defense, Shield
|Tower Shield Specialization
|Tower Shield Specialization
|You may spend 1 AP to move 5 ft once on your turn when your tower shield is Set.
|You may spend 1 AP to move 5 ft once on your turn when your tower shield is Set.
|-
|-
|TOWER SHIELD SPECIALIZATION III
|Tower Shield Specialization III
|Defense, Shield
|Defense, Shield
|Tower Shield Specialization II
|Tower Shield Specialization II
|The cover granted to creatures directly behind you increases to Cover 2, and when you move 5 ft, that creature can move with you without expending AP.
|The cover granted to creatures directly behind you increases to Cover 2, and when you move 5 ft, that creature can move with you without expending AP.
|-
|-
|TOWER SHIELD SPECIALIZATION IV
|Tower Shield Specialization IV
|Defense, Shield
|Defense, Shield
|Tower Shield Specialization III
|Tower Shield Specialization III
|The cover granted to creatures directly behind you increases to Cover 3 and they are considered concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Cover 1.
|The cover granted to creatures directly behind you increases to Cover 3 and they are considered concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Cover 1.
|-
|-
|TOWER SHIELD MASTERY
|Tower Shield Mastery
|Defense, Shield
|Defense, Shield
|Tower Shield Specialization IV
|Tower Shield Specialization IV
Line 583: Line 583:
!Discreption
!Discreption
|-
|-
|ANIMAL COMPANION
|Animal Companion
|Misc Specialization
|Misc Specialization
|
|
|You gain a small, mundane animal companion, such as a songbird or hamster. This monster does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”
|You gain a small, mundane animal companion, such as a songbird or hamster. This monster does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”
|-
|-
|FAMILY HEIRLOOM
|Family Heirloom
|Misc Specialization
|Misc Specialization
|Must be Character Level 1 (cannot take at higher levels)
|Must be Character Level 1 (cannot take at higher levels)
Line 603: Line 603:
!Discreption
!Discreption
|-
|-
|PRIMAL ASPECT
|Primal Aspect
|Primal Aspect, Repeatable
|Primal Aspect, Repeatable
|Access to Primal Aspects
|Access to Primal Aspects
|Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you complete a Rest.
|Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you complete a Rest.
|-
|-
|PRIMAL ASPECT FOCUS
|Primal Aspect Focus
|Primal Aspect
|Primal Aspect
|At least 2 Primal Aspects
|At least 2 Primal Aspects
Line 615: Line 615:
unavailable to you.
unavailable to you.
|-
|-
|PRIMAL ASPECT FOCUS II
|Primal Aspect Focus II
|Primal Aspect
|Primal Aspect
|Primal Aspect Focus
|Primal Aspect Focus
|You can switch between any of your Primal Aspects, even if you know more than 2, using your Aspect Focus.
|You can switch between any of your Primal Aspects, even if you know more than 2, using your Aspect Focus.
|-
|-
|PRIMAL ASPECT FOCUS III
|Primal Aspect Focus III
|Primal Aspect
|Primal Aspect
|Primal Aspect Focus II, Character Level 10
|Primal Aspect Focus II, Character Level 10
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during Initiative.
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during Initiative.
|-
|-
|PRIMAL ASPECT FOCUS IV
|Primal Aspect Focus IV
|Primal Aspect
|Primal Aspect
|Primal Aspect Focus III, Character Level 15
|Primal Aspect Focus III, Character Level 15
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during Initiative.
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during Initiative.
|-
|-
|PRIMAL ASPECT TRANSFERENCE
|Primal Aspect Transference
|Primal Aspect
|Primal Aspect
|Primal Aspect Focus
|Primal Aspect Focus
|Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes. (1/Rest)
|Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes. (1/Rest)
|-
|-
|PRIMAL ASPECT TRANSFERENCE II
|Primal Aspect Transference II
|Primal Aspect
|Primal Aspect
|Primal Aspect Transference
|Primal Aspect Transference
Line 688: Line 688:
!Discreption
!Discreption
|-
|-
|ACROBAT
|Acrobat
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Acrobatics tag.
|Gain 6 Skill Points, which you can spend on any skills with the Acrobatics tag.
|-
|-
|ALCHEMY EXPERT
|Alchemy Expert
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Alchemy skill. Each time you Take a Rest, you can craft a potion or a vial of caustic flame. Either option loses its potency after 24 hours. '''Potion''' When a creature drinks this potion, it regains 1d4 HP.
|Gain +3 in the Alchemy skill. Each time you Take a Rest, you can craft a potion or a vial of caustic flame. Either option loses its potency after 24 hours.  
'''Potion''' When a creature drinks this potion, it regains 1d4 HP.
'''Flame Vial''' A creature can throw this vial as an improvised thrown weapon. If it hits, the target creature gains the Burning (1d4) condition.
'''Flame Vial''' A creature can throw this vial as an improvised thrown weapon. If it hits, the target creature gains the Burning (1d4) condition.
|-
|-
|A LITTLE BIT OF SOUL
|A Little Bit Of Soul
|Skill Specialization
|Skill Specialization
|
|
|You gain 6 Skill Points you can assign to any skills with the INT tag. Additionally, when making a check with a skill that has the Crafting or Knowledge tag, and that is a skill you have skill points for, you may use your CHA instead of your INT for your Skill Check.
|You gain 6 Skill Points you can assign to any skills with the INT tag. Additionally, when making a check with a skill that has the Crafting or Knowledge tag, and that is a skill you have skill points for, you may use your CHA instead of your INT for your Skill Check.
|-
|-
|ANIMAL WHISPERER
|Animal Whisperer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Animal Handling skill. You gain the ability to calm agitated animals. By spending 3 AP, you may choose one Beast within 20 ft of you. Make an Animal Handling check against the creature’s WILL. If you succeed, then you Charm the creature and it will not harm you, though it will not go out of its way to help you. (1/ Rest)
|Gain +3 in the Animal Handling skill. You gain the ability to calm agitated animals. By spending 3 AP, you may choose one Beast within 20 ft of you. Make an Animal Handling check against the creature’s WILL. If you succeed, then you Charm the creature and it will not harm you, though it will not go out of its way to help you. (1/ Rest)
|-
|-
|ANIMAL TRAINER
|Animal Trainer
|Skill Specialization
|Skill Specialization
|Animal Whisperer
|Animal Whisperer
|If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you.
|If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you.
|-
|-
|ARCANIST UNDERSTUDY
|Arcanist Understudy
|Skill Specialization
|Skill Specialization
|
|
Line 720: Line 721:
instead.
instead.
|-
|-
|ARTIST ASPIRANT
|Artist Aspirant
|Skill Specialization
|Skill Specialization
|Incompatible: [[Entertainer]] (Artist) background
|Incompatible: [[Entertainer]] (Artist) background
|Gain +3 in the Art skill. Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.
|Gain +3 in the Art skill. Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.
|-
|-
|ARTISTIC APPRENTICE
|Artistic Apprentice
|Skill Specialization
|Skill Specialization
|Artist Aspirant
|Artist Aspirant
|Gain the entry level of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant Talent.
|Gain the entry level of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant Talent.
|-
|-
|ASTROLOGER
|Astrologer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Astrology skill. When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, when you roll a d20, you may choose to replace it with the number that you wrote down. Once you use this ability, you cannot use it again until you next Take a Rest.
|Gain +3 in the Astrology skill. When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, when you roll a d20, you may choose to replace it with the number that you wrote down. Once you use this ability, you cannot use it again until you next Take a Rest.
|-
|-
|ASTRONOMER
|Astronomer
|Skill Specialization
|Skill Specialization
|
|
Line 741: Line 742:
or Navigating skills).
or Navigating skills).
|-
|-
|ATHLETE
|Athlete
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Athleticism tag.
|Gain 6 Skill Points, which you can spend on any skills with the Athleticism tag.
|-
|-
|AWARE
|Aware
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills that use the AWR attribute.
|Gain 6 Skill Points, which you can spend on any skills that use the AWR attribute.
|-
|-
|BALANCED
|Balanced
|Skill Specialization
|Skill Specialization
|
|
Line 757: Line 758:
choose to roll a DEX (Balancing) skill check instead. If you meet or exceed their attack roll, you do not fall prone (but still suffer damage or other effects, provided that they hit your appropriate defense).
choose to roll a DEX (Balancing) skill check instead. If you meet or exceed their attack roll, you do not fall prone (but still suffer damage or other effects, provided that they hit your appropriate defense).
|-
|-
|BIOLOGIST
|Biologist
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Biology skill. You can immediately identify if a creature has the Beast tag or Monstrosity tag, or if it has neither. This costs 0 AP.
|Gain +3 in the Biology skill. You can immediately identify if a creature has the Beast tag or Monstrosity tag, or if it has neither. This costs 0 AP.
|-
|-
|BREWER
|Brewer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Brewing skill. Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP.
|Gain +3 in the Brewing skill. Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP.
|-
|-
|BREWING EXPERT
|Brewing Expert
|Skill Specialization
|Skill Specialization
|Brewer
|Brewer
|Gain +3 in the Brewing skill. You can now produce three servings of your beverage when you use your Brewer feature.
|Gain +3 in the Brewing skill. You can now produce three servings of your beverage when you use your Brewer feature.
|-
|-
|BY FEEL, NOT MEASURE
|By Feel, Not Measure
|Skill Specialization
|Skill Specialization
|
|
|You gain 6 Skill Points you can assign to any skills with the INT tag. Additionally, when making a skill check with the Crafting or Knowledge tags, you may use your AWR instead of your INT for your Skill Check.
|You gain 6 Skill Points you can assign to any skills with the INT tag. Additionally, when making a skill check with the Crafting or Knowledge tags, you may use your AWR instead of your INT for your Skill Check.
|-
|-
|CALLIGRAPHER
|Calligrapher
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Calligraphy skill. When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require.
|Gain +3 in the Calligraphy skill. When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require.
|-
|-
|CAREFUL APPRAISER
|Careful Appraiser
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Appraising skill. When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object.
|Gain +3 in the Appraising skill. When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object.
|-
|-
|CARPENTER
|Carpenter
|Skill Specialization
|Skill Specialization
|
|
Line 793: Line 794:
cannot do this to an area larger than 20 square ft.
cannot do this to an area larger than 20 square ft.
|-
|-
|CARTOGRAPHER
|Cartographer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Cartography skill. After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc.
|Gain +3 in the Cartography skill. After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc.
|-
|-
|CHARISMATIC
|Charismatic
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills that use the CHA attribute.
|Gain 6 Skill Points, which you can spend on any skills that use the CHA attribute.
|-
|-
|CHEF
|Chef
|Skill Specialization
|Skill Specialization
|
|
Line 809: Line 810:
food or drink that you have had at least ten minutes to modify, you Charm that creature for 1 hour. At the end of this time, the creature is not aware that they were Charmed.
food or drink that you have had at least ten minutes to modify, you Charm that creature for 1 hour. At the end of this time, the creature is not aware that they were Charmed.
|-
|-
|CHEMIST
|Chemist
|Skill Specialization
|Skill Specialization
|
|
Line 815: Line 816:
When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry skill check against that creature’s FORT. If you hit, they become Sickened for 1 hour. Any magic that reveals poison reveals this tampering.
When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry skill check against that creature’s FORT. If you hit, they become Sickened for 1 hour. Any magic that reveals poison reveals this tampering.
|-
|-
|CLIMBER
|Climber
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Athletics skill. You may give yourself a Climbing speed equal to your walking speed for 1 minute. (1/Rest)
|Gain +3 in the Athletics skill. You may give yourself a Climbing speed equal to your walking speed for 1 minute. (1/Rest)
|-
|-
|COBBLER
|Cobbler
|Skill Specialization
|Skill Specialization
|
|
Line 826: Line 827:
+3 bonus to the Forced March skill.
+3 bonus to the Forced March skill.
|-
|-
|COBBLING MASTERY
|Cobbling Master
|Skill Specialization
|Skill Specialization
|Cobbler
|Cobbler
|Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains a +3 bonus to the Forced March skill.
|Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains a +3 bonus to the Forced March skill.
|-
|-
|CONTORTIONIST
|Contortionist
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Contorting skill. Moving through spaces that would require you to Squeeze costs no additional movement.
|Gain +3 in the Contorting skill. Moving through spaces that would require you to Squeeze costs no additional movement.
|-
|-
|CRAFTER
|Crafter
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Crafting tag.
|Gain 6 Skill Points, which you can spend on any skills with the Crafting tag.
|-
|-
|DANCER
|Dancer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Dancing skill. Your REF increases by +1.
|Gain +3 in the Dancing skill. Your REF increases by +1.
|-
|-
|DECKHAND
|Deckhand
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Vehicles (Water) skill. You can book passage on a boat or ship for free, provided that you contribute to maintaining the [[vessel]]. A ship that is already overstaffed might still turn you down.
|Gain +3 in the Vehicles (Water) skill. You can book passage on a boat or ship for free, provided that you contribute to maintaining the [[vessel]]. A ship that is already overstaffed might still turn you down.
|-
|-
|DEXTROUS
|Dextrous
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills that use the DEX attribute.
|Gain 6 Skill Points, which you can spend on any skills that use the DEX attribute.
|-
|-
|DISGUISE ARTIST
|Disguise Artist
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Disguising skill. You no longer need a disguise kit to make a Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.
|Gain +3 in the Disguising skill. You no longer need a disguise kit to make a Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.
|-
|-
|DISTANCE RUNNER
|Distance Runner
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Distance Running skill. You can run a number of miles equal to your END x 2 (min. 2 miles) at a steady pace before needing to make Distance Running checks.
|Gain +3 in the Distance Running skill. You can run a number of miles equal to your END x 2 (min. 2 miles) at a steady pace before needing to make Distance Running checks.
|-
|-
|DOUBLE TIME
|Double Time
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Forced March skill. When marching at a normal pace, you can travel 150% the previous distance before needing to make Fatigue rolls.
|Gain +3 in the Forced March skill. When marching at a normal pace, you can travel 150% the previous distance before needing to make Fatigue rolls.
|-
|-
|DRIVER
|Driver
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Vehicles (Land) skill. You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore difficult terrain imposed from rocks, debris and the like. Difficult terrain imposed by mud or sludge still slows your vehicle.
|Gain +3 in the Vehicles (Land) skill. You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore difficult terrain imposed from rocks, debris and the like. Difficult terrain imposed by mud or sludge still slows your vehicle.
|-
|-
|DUNGEONEER
|Dungeoneer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Dungeoneering skill. Your ANT increases by +1.
|Gain +3 in the Dungeoneering skill. Your ANT increases by +1.
|-
|-
|EAVES DROPPER
|Eavesdropper
|Categorization: Skill Specialization
|Categorization: Skill Specialization
|
|
|Gain +3 in the Eavesdropping skill. When you make an Eavesdropping check, you may roll 2d20 and use the higher. (1/Rest)
|Gain +3 in the Eavesdropping skill. When you make an Eavesdropping check, you may roll 2d20 and use the higher. (1/Rest)
|-
|-
|ECONOMIST
|Economist
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Economics skill. By spending 1 month in a town or urban area, you can gain +1 Goodwill among the Aristocracy or Mercantile spheres (your choice each time). You may sell your services as an economist for 10 sp weekly while in a settled area.
|Gain +3 in the Economics skill. By spending 1 month in a town or urban area, you can gain +1 Goodwill among the Aristocracy or Mercantile spheres (your choice each time). You may sell your services as an economist for 10 sp weekly while in a settled area.
|-
|-
|EMPATHETIC
|Empathetic
|Categorization: Skill Specialization
|Categorization: Skill Specialization
|
|
|Gain +3 in the Empathy skill. Once when you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. If you succeed, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.
|Gain +3 in the Empathy skill. Once when you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. If you succeed, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.
|-
|-
|ENDURING
|Enduring
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills that use the END attribute.
|Gain 6 Skill Points, which you can spend on any skills that use the END attribute.
|-
|-
|ENGINEER
|Engineer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Engineering skill. You can consult on building repairs to earn 10 sp per week while in an urban area.
|Gain +3 in the Engineering skill. You can consult on building repairs to earn 10 sp per week while in an urban area.
|-
|-
|ENTERTAINER ASPIRANT
|Entertainer Aspirant
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Entertaining skill. When in an inn or tavern, you can perform in exchange for free room and board.
|Gain +3 in the Entertaining skill. When in an inn or tavern, you can perform in exchange for free room and board.
|-
|-
|ENTERTAINER
|Entertainer
|Skill Specialization
|Skill Specialization
|Entertainer Aspirant or Musician
|Entertainer Aspirant or Musician
|Gain the entry level of the Entertainer Profession. You must choose the Performer track instead of the Artist track. This replaces your Entertainer Aspirant Talent.
|Gain the entry level of the Entertainer Profession. You must choose the Performer track instead of the Artist track. This replaces your Entertainer Aspirant Talent.
|-
|-
|EVADER
|Evader
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Evading skill. When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether. (2/Rest)
|Gain +3 in the Evading skill. When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether. (2/Rest)
|-
|-
|FORAGER
|Forager
|Skill Specialization
|Skill Specialization
|
|
Line 927: Line 928:
check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work.
check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work.
|-
|-
|FORCEFUL
|Forceful
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Applied Force skill. When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make an Applied Force check, treat any d20 roll of 1-9 as if it were a 10.
|Gain +3 in the Applied Force skill. When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make an Applied Force check, treat any d20 roll of 1-9 as if it were a 10.
|-
|-
|FORGERY
|Forgery
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Forging skill. If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sp you spend, add +1 to your Forging check. (1/Rest)
|Gain +3 in the Forging skill. If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sp you spend, add +1 to your Forging check. (1/Rest)
|-
|-
|FORTUITOUS
|Fortuitous
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Fortuity skill. When making a Fortuity skill check, your crit range increases by 3 (e.g., from 20 to 17-20). You must still observe the maximum crit range of 16-20.
|Gain +3 in the Fortuity skill. When making a Fortuity skill check, your crit range increases by 3 (e.g., from 20 to 17-20). You must still observe the maximum crit range of 16-20.
|-
|-
|GEOGRAPHER
|Geographer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Geography skill. When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate.
|Gain +3 in the Geography skill. When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate.
|-
|-
|GLASSBLOWER
|Glassblower
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Glass Blowing skill. You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make a flute on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate. You can only make such an item 1/Week.
|Gain +3 in the Glass Blowing skill. You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make a flute on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate. You can only make such an item 1/Week.
|-
|-
|GOSSIPPER
|Gossiper
|Skill Specialization
|Skill Specialization
|
|
Line 958: Line 959:
DC equal to 15 + that creature’s CHA. If you hit, they lose 1 goodwill. You can only do this 1/Rest, and can only target the same creature 1/Week.
DC equal to 15 + that creature’s CHA. If you hit, they lose 1 goodwill. You can only do this 1/Rest, and can only target the same creature 1/Week.
|-
|-
|HISTORIAN
|Historian
|Skill Specialization
|Skill Specialization
|
|
Line 964: Line 965:
magically modified.
magically modified.
|-
|-
|INFLUENCER
|Influencer
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Influence tag.
|Gain 6 Skill Points, which you can spend on any skills with the Influence tag.
|-
|-
|INTELLIGENT
|Intelligent
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills that use the INT attribute.
|Gain 6 Skill Points, which you can spend on any skills that use the INT attribute.
|-
|-
|INTIMIDATOR
|Intimidator
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Intimidating skill. Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. If you succeed, then you know exactly how to get under their skin. Roll 2d20 and use the higher when you make your Intimidating roll. (1/Rest)
|Gain +3 in the Intimidating skill. Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. If you succeed, then you know exactly how to get under their skin. Roll 2d20 and use the higher when you make your Intimidating roll. (1/Rest)
|-
|-
|INTUITIVE
|Intuitive
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Intuiting skill. Your intuition extends beyond living people to intellectual fields as well. When you would make an INT roll, you can add your Intuiting bonus. (1/Rest)
|Gain +3 in the Intuiting skill. Your intuition extends beyond living people to intellectual fields as well. When you would make an INT roll, you can add your Intuiting bonus. (1/Rest)
|-
|-
|INVESTIGATOR
|Investigator
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Investigating skill. When making an Investigating check, you can add your Fortuity on top of your Investigating. (1/Rest)
|Gain +3 in the Investigating skill. When making an Investigating check, you can add your Fortuity on top of your Investigating. (1/Rest)
|-
|-
|JACK OF ALL TRADES
|Jack Of All Trades
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Savoir Faire skill. You can present yourself to another character as though you have 1 professional rank in any occupation of your choice. This deception is nonmagical and lasts for 1 hour. (1/Rest)
|Gain +3 in the Savoir Faire skill. You can present yourself to another character as though you have 1 professional rank in any occupation of your choice. This deception is nonmagical and lasts for 1 hour. (1/Rest)
|-
|-
|JEWELER
|Jeweler
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Jeweling skill. You can produce a work of semi precious jewelry provided that you have some form of mineral. Make a Jeweling roll. You can sell your jewelry for that many sc. (1/Rest)
|Gain +3 in the Jeweling skill. You can produce a work of semi precious jewelry provided that you have some form of mineral. Make a Jeweling roll. You can sell your jewelry for that many sc. (1/Rest)
|-
|-
|JEWELRY EXPERT
|Jewelry Expert
|Skill Specialization
|Skill Specialization
|Jeweler, at least 3 Professional Ranks
|Jeweler, at least 3 Professional Ranks
|Gain +3 in the Jeweling skill. You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling roll. You can sell your jewelry for that many dc. (1/Month)
|Gain +3 in the Jeweling skill. You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling roll. You can sell your jewelry for that many dc. (1/Month)
|-
|-
|KNOWLEDGEABLE
|Knowledgeable
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Knowledge tag.
|Gain 6 Skill Points, which you can spend on any skills with the Knowledge tag.
|-
|-
|LAWYER
|Lawyer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Law skill. While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your community goodwill by +1 at the end of each month.
|Gain +3 in the Law skill. While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your community goodwill by +1 at the end of each month.
|-
|-
|LEADER
|Leader
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Leadership skill. When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.
|Gain +3 in the Leadership skill. When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.
|-
|-
|LEAN-TO
|Lean-To
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Sheltering skill. When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it a +2 bonus on END
|Gain +3 in the Sheltering skill. When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it a +2 bonus on END checks made to resist extreme weather.
checks made to resist extreme weather.
|-
|-
|LEATHERWORKER
|Leatherworker
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Leatherworking skill. You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking roll. You can sell your goods for that many sc. (1/Week)
|Gain +3 in the Leatherworking skill. You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking roll. You can sell your goods for that many sc. (1/Week)
|-
|-
|LOCKPICKER
|Lockpicker
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Lockpicking skill. When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools. (1/Rest)
|Gain +3 in the Lockpicking skill. When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools. (1/Rest)
|-
|-
|LUCKY
|Lucky
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Luck tag.
|Gain 6 Skill Points, which you can spend on any skills with the Luck tag.
|-
|-
|MASON
|Mason
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Masonry skill. You can produce a nice stone good provided that you have some form of stone to work with. Make a Masonry roll. You can sell your goods for that many sc. (1/Week)
|Gain +3 in the Masonry skill. You can produce a nice stone good provided that you have some form of stone to work with. Make a Masonry roll. You can sell your goods for that many sc. (1/Week)
|-
|-
|MEDIC
|Medic
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Medicine skill. When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP. (1/Rest)
|Gain +3 in the Medicine skill. When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP. (1/Rest)
|-
|-
|MENACE
|Menace
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Menacing skill. When you menace someone, you may first display your strength to show that you mean business. Make a STR/ Applied Force check vs the creature’s WILL. If you hit, then you can roll 2d20 for your Menacing check, keeping the higher. (1/Rest)
|Gain +3 in the Menacing skill. When you menace someone, you may first display your strength to show that you mean business. Make a STR/ Applied Force check vs the creature’s WILL. If you hit, then you can roll 2d20 for your Menacing check, keeping the higher. (1/Rest)
|-
|-
|MUSICIAN
|Musician
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Instrument [your choice] skill. When in an inn or tavern, you can perform in exchange for free room and board.
|Gain +3 in the Instrument [your choice] skill. When in an inn or tavern, you can perform in exchange for free room and board.
|-
|-
|NATURALIST
|Naturalist
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Nature skill. If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it. (1/Week)
|Gain +3 in the Nature skill. If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it. (1/Week)
|-
|-
|NAVIGATOR
|Navigator
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Navigating skill. So long as you can see a natural landmark, you cannot become lost, except by magical means.
|Gain +3 in the Navigating skill. So long as you can see a natural landmark, you cannot become lost, except by magical means.
|-
|-
|OBSERVANT
|Observant
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Observation tag.
|Gain 6 Skill Points, which you can spend on any skills with the Observation tag.
|-
|-
|OFFICER
|Officer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Military skill. You know how to speak with military officials. You can request an audience with any military officer who has professional ranks in the militant occupation and they will meet with you within 24 hours of your request.
|Gain +3 in the Military skill. You know how to speak with military officials. You can request an audience with any military officer who has professional ranks in the militant occupation and they will meet with you within 24 hours of your request.
|-
|-
|PAINTER
|Painter
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Painting skill. You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting roll. You can sell your goods for that many sc. (1/Week)
|Gain +3 in the Painting skill. You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting roll. You can sell your goods for that many sc. (1/Week)
|-
|-
|PERCEPTIVE
|Perceptive
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Perceiving skill. When you make a check with another skill that has the Observation tag, you can add 1⁄2 your Perceiving as an additional bonus. (1/Rest)
|Gain +3 in the Perceiving skill. When you make a check with another skill that has the Observation tag, you can add 1⁄2 your Perceiving as an additional bonus. (1/Rest)
|-
|-
|PERFORMER
|Performer
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Performance tag.
|Gain 6 Skill Points, which you can spend on any skills with the Performance tag.
|-
|-
|PERSUASIVE
|Persuasive
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Persuading skill. You can cast the Charm Creature primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way. (1/Rest)
|Gain +3 in the Persuading skill. You can cast the Charm Creature primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way. (1/Rest)
|-
|-
|PICKPOCKET
|Pickpocket
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Sleight of Hand skill. When you have an item with the light tag on your person, you can give it the concealable tag as well. Only two such items can gain this benefit at a time.
|Gain +3 in the Sleight of Hand skill. When you have an item with the light tag on your person, you can give it the concealable tag as well. Only two such items can gain this benefit at a time.
|-
|-
|POLITICIAN
|Politician
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Politics skill. You may leverage favors to secure a meeting with a [[noble]] or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks + 1. They will meet with you within 24 hours after you make the request. (1/Week)
|Gain +3 in the Politics skill. You may leverage favors to secure a meeting with a [[noble]] or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks + 1. They will meet with you within 24 hours after you make the request. (1/Week)
|-
|-
|POTTER
|Potter
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Pottery skill. You can produce some pottery provided that you have some form of clay to work with. Make a Pottery roll. You can sell your goods for that many sc. (1/Week)
|Gain +3 in the Pottery skill. You can produce some pottery provided that you have some form of clay to work with. Make a Pottery roll. You can sell your goods for that many sc. (1/Week)
|-
|-
|POWERLIFTER
|Powerlifter
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Athletics skill. You can carry two additional Unwieldy items without being encumbered.
|Gain +3 in the Athletics skill. You can carry two additional Unwieldy items without being encumbered.
|-
|-
|PRACTICE MAKES PERFECT
|Practice Makes Perfect
|Skill Specialization
|Skill Specialization
|
|
|You gain 6 Skill Points you can assign to any skills with the INT tag. Additionally, when making a skill check with the Crafting or Knowledge tags, you may use your DEX instead of your INT for your Skill Check.
|You gain 6 Skill Points you can assign to any skills with the INT tag. Additionally, when making a skill check with the Crafting or Knowledge tags, you may use your DEX instead of your INT for your Skill Check.
|-
|-
|RELIGIOUS
|Religious
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Religion skill, choosing which religion. Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).
|Gain +3 in the Religion skill, choosing which religion. Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).
|-
|-
|SCAVENGER
|Scavenger
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Scavenging skill. When you fail a Scavenging check, you may instead treat it as the lowest tier of success. (1/Rest)
|Gain +3 in the Scavenging skill. When you fail a Scavenging check, you may instead treat it as the lowest tier of success. (1/Rest)
|-
|-
|SMITH
|Smith
|Skill Specialization
|Skill Specialization
|
|
Line 1,141: Line 1,141:
or armor are still available, you can completely restore a weapon or armor set. (1/Week)
or armor are still available, you can completely restore a weapon or armor set. (1/Week)
|-
|-
|SNEAK
|Sneak
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Sneaking skill. If you are hidden or concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or concealed. (1/Rest)
|Gain +3 in the Sneaking skill. If you are hidden or concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or concealed. (1/Rest)
|-
|-
|SPRINTER
|Sprinter
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Sprinting skill. When you roll initiative, you can give yourself +5 ft speed when you spend AP to move. This lasts for the duration of the fight. (1/Rest)
|Gain +3 in the Sprinting skill. When you roll initiative, you can give yourself +5 ft speed when you spend AP to move. This lasts for the duration of the fight. (1/Rest)
|-
|-
|STA M I N A
|Stamina
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Stamina tag.
|Gain 6 Skill Points, which you can spend on any skills with the Stamina tag.
|-
|-
|STRONG
|Strong
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills that use the STR attribute.
|Gain 6 Skill Points, which you can spend on any skills that use the STR attribute.
|-
|-
|SUBVERTER
|Subverter
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Subterfuge tag.
|Gain 6 Skill Points, which you can spend on any skills with the Subterfuge tag.
|-
|-
|SURVIVALIST
|Survivalist
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Survival tag.
|Gain 6 Skill Points, which you can spend on any skills with the Survival tag.
|-
|-
|SWIMMER
|Swimmer
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Athletics skill. You may give yourself a Swimming speed equal to your walking speed for 1 minute. (1/Rest)
|Gain +3 in the Athletics skill. You may give yourself a Swimming speed equal to your walking speed for 1 minute. (1/Rest)
|-
|-
|TRACKER
|Tracker
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Tracking skill. When you fail a Tracking skill check, you may count it as the lowest tier of successful. (1/Rest)
|Gain +3 in the Tracking skill. When you fail a Tracking skill check, you may count it as the lowest tier of successful. (1/Rest)
|-
|-
|TUMBLER
|Tumbler
|Skill Specialization
|Skill Specialization
|
|
|Gain +3 in the Tumbling skill. You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.
|Gain +3 in the Tumbling skill. You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.
|-
|-
|WEAVER
|Weaver
|Skill Specialization
|Skill Specialization
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Line 1,192: Line 1,192:
roll. You can sell your goods for that many sc. (1/Week)
roll. You can sell your goods for that many sc. (1/Week)
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|WHITTLER
|Whittler
|Skill Specialization
|Skill Specialization
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|Gain +3 in the Woodcarving skill. You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving roll. You can sell your goods for that many sc. (1/Week)
|Gain +3 in the Woodcarving skill. You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving roll. You can sell your goods for that many sc. (1/Week)
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