Specialization Talents: Difference between revisions

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|''Combat, One-Handed Fighting''
|''Combat, One-Handed Fighting''
|CRB
|CRB
|}
=== Perfect Strike Track ===
{| class="wikitable"
!Talent
!PreReq
!Description
!Tags
!Source
|-
|'''Perfect Strike'''
|
|When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)
|''Combat, Perfect Strike''
|Harker's
|-
|'''Perfect Strike II'''
|Perfect Strike
|Ignore shields when using Perfect Strike.
|''Combat, Perfect Strike''
|Harker's
|-
|'''Critical Strike'''
|Perfect Strike
|When you hit with Perfect Strike, deal critical damage.
|''Combat, Perfect Strike''
|Harker's
|-
|'''Perfect Shot'''
|Perfect Strike
|When making a ranged or thrown attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)
|''Combat, Perfect Strike''
|Harker's
|-
|'''Perfect Technique'''
|Perfect Strike
|Choose a weapon tag (one-handed, hand-and-a-half, or two-handed) and another tag (light, unwieldy, reach, or no secondary tag). Gain the Perfect Technique ability with melee weapons that have both of those tags.
* '''Perfect Technique (1/Recoup)'''. When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make.
|''Combat, Perfect Strike''
|Harker's
|-
|'''Perfect Technique II'''
|Perfect Technique
|Choose a specific weapon that falls within the parameters you chose as part of Perfect Technique. (For example, if you chose one-handed light weapons, you could choose shortswords for this talent.) When making your Perfect Technique attack, call out a number between 1 and 20. If your die rolls within 2 of that number (for a total range of 5), you do not expend your use of Perfect Technique.
|''Combat, Perfect Strike''
|Harker's
|-
|'''Critical Technique'''
|Perfect Technique
|When you crit with Perfect Technique, inflict Bleeding 2.
|''Combat, Perfect Strike''
|Harker's
|}
|}


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!Tags
!Tags
!Source
!Source
|-
|'''Better Together'''
|
|Creatures suffer 1 TD on attacks against you and allies within 5 ft of you when you have at least one ally within 5 ft of you.
|''Command, Combat''
|Harker's
|-
|'''Better Together II'''
|Better Together
|Creatures suffer 1 TD per ally within 5 ft of you (to a max of 3 TD) when attacking you or an ally within 5 ft of you.
|''Command, Combat''
|Harker's
|-
|-
|'''Charmer'''
|'''Charmer'''
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|''Command, Social''
|''Command, Social''
|CRB
|CRB
|-
|'''Courtesan's Knife'''
|
|Gain a the Courtesan’s Knife ability.
* '''Courtesan’s Knife.''' For 4 AP, make a CHA attack against the LOG of a creature within 60 ft. On a hit, the target creature loses 1 Goodwill unless you hit that creature with this attack in the past 10 minutes.
|''Command, Social''
|Harker's
|-
|-
|'''On Your Feet'''
|'''On Your Feet'''
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|''Command, Combat''
|''Command, Combat''
|CRB
|CRB
|-
|'''Ventriloquism'''
|
|Gain +2 in any one skill with the influence or performance tag.
You can convincingly cast your voice to sound as though it is coming from 10 ft away.
|''Command, Social''
|Harker's
|-
|'''Ventriloquism II'''
|Ventriloquism
|Gain +2 in any one skill with the influence or performance tag.
Gain +20 ft to the range on Ventriloquism.
|''Command, Social''
|Harker's
|-
|'''Voice Sculptor'''
|Ventriloquism
|You can alter your voice to sound exactly like any humanoid that you have heard speak for at least one minute.
|''Command, Social''
|Harker's
|}
|}


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|
|
|Your movement is no longer restricted by wearing heavy armor.
|Your movement is no longer restricted by wearing heavy armor.
|''Defense, Armor''
|CRB
|-
|'''Intuition'''
|<u>Incompatible</u>: Evasive, Tough, Impulse
|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.
|''Defense, Armor''
|CRB
|-
|'''Intuition II'''
|Intuition
|Your AR cannot exceed 18 when you use this feature.
|''Defense, Armor''
|CRB
|-
|'''Intuition III'''
|Intuition II
|Your AR has no limit when you use this feature.
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB

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