Specialization Talents: Difference between revisions

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__NOAUTOLINKS__
__NOAUTOLINKS__
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.
 
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks or magic talents, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.


== Combat Stack ==
== Combat Stack ==
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|-
|-
|'''Bull Rush'''
|'''Bull Rush'''
|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.
|''[[Combat]]''
|''Combat''
|CRB
|CRB
|-
|-
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|You gain the ability to Exploit.
|You gain the ability to Exploit.


* '''Exploit.''' (X AP) When a creature within your melee weapon’s reach does one of the following actions, you may spend AP to make an attack against that creature immediately. The amount of AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.
* '''Exploit.''' (X AP) When a creature within your melee weapon’s reach does one of the following actions, you may spend Reactive AP to make an attack against that creature immediately. The amount of Reactive AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.
You can Exploit when a creature:  
You can Exploit when a creature:  


* Moves out of your melee weapon's reach
* Moves out of your melee weapon's reach
* Administers a potion (themselves or feeding it to another)
* Administers a potion (themselves or feeding it to another creature.)
* Makes a ranged attack while within your melee weapon's reach
* Makes a ranged attack while within your melee weapon's reach
|''Combat''
|''Combat''
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|-
|-
|'''Giant Slayer'''
|'''Giant Slayer'''
|Gain +1 TA against creatures that are a Large or greater Size.
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.
|''Combat''
|''Combat''
|CRB
|CRB
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|-
|-
|'''Opportunist'''
|'''Opportunist'''
|You gain +2 to hit on Exploit attacks.
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.
|''Combat''
|''Combat''
|CRB
|CRB
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|'''Cool Under Pressure'''
|'''Cool Under Pressure'''
|
|
|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 suffer any TD.
|''Combat, Archery''
|''Combat, Archery''
|CRB
|CRB
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|'''Point Blank Shot'''
|'''Point Blank Shot'''
|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).
|''Combat, Archery''
|''Combat, Archery''
|CRB
|CRB
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|'''Power Shot'''
|'''Power Shot'''
|Guarded Shot
|Guarded Shot
|You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you roll your attack.
|Gain the Power Shot ability.
 
* '''Power Shot.''' You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you make your attack.
|''Combat, Archery''
|''Combat, Archery''
|CRB
|CRB
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|'''Astounding Critical'''
|'''Astounding Critical'''
|
|
|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, then add the sum of all of those damage dice together. 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.
|''Combat, Crit''
|''Combat, Crit''
|CRB
|CRB
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|'''Impale'''
|'''Impale'''
|
|
|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 DEX attack against their FORT. On a hit, the target is Grappled.
|''Combat, Crit''
|''Combat, Crit''
|CRB
|CRB
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|'''Slow And Steady'''
|'''Slow And Steady'''
|
|
|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 +1 at levels 10, 20, and 30 to a max of +4, but does not work retroactively.
|''Combat, Crit''
|''Combat, Crit''
|CRB
|CRB
|-
|-
|'''Training Meets Opportunity'''
|'''Training Meets Opportunity'''
|Weapon Expertise
|Weapon Expertise, LUCK 2
2 Luck
|While you have 0 Luck Points, your crit range is increased by +1 with weapons if you have Weapon Expertise with those weapons.
|While you have 0 Luck Points, your crit range is increased by 1 with weapons if you have Weapon Expertise with those weapons.
|''Combat, Crit''
|''Combat, Crit''
|CRB
|CRB
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|'''Advanced Dual Wield'''
|'''Advanced Dual Wield'''
|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 subsequent attacks as well 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).
|''Combat, Two-Weapon Fighting''
|''Combat, Two-Weapon Fighting''
|CRB
|CRB
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|'''Blade Blocker'''
|'''Blade Blocker'''
|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.
|''Combat, Two-Weapon Fighting''
|''Combat, Two-Weapon Fighting''
|CRB
|CRB
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|'''Blade Blocker II'''
|'''Blade Blocker II'''
|Blade Blocker, Dual Wield IV
|Blade Blocker, Dual Wield IV
|Blade Blocker becomes Resist Physical 4.
|Blade Blocker becomes Resist Physical +4.
|''Combat, Two-Weapon Fighting''
|''Combat, Two-Weapon Fighting''
|CRB
|CRB
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|'''Dual Wield IV'''
|'''Dual Wield IV'''
|Dual Wield III, STR 4
|Dual Wield III, STR 4
|You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a- half tag.
|You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a-half tag.
|''Combat, Two-Weapon Fighting''
|''Combat, Two-Weapon Fighting''
|CRB
|CRB
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|'''Lunge'''
|'''Lunge'''
|
|
|When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action.
|When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action. You gain +1 TA on the attack if you move in this way.
|''Combat, One-Handed Fighting''
|''Combat, One-Handed Fighting''
|CRB
|CRB
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|Gain the Rend ability.
|Gain the Rend ability.


* '''Rend.''' (END/Rest) 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.
* '''Rend (END/Rest).''' When you make an attack with a two- handed melee weapon using STR, or with a hand-and-a-half weapon wielded with two hands, add double your STR to the damage roll, instead of only adding your STR.
|''Combat, Two-Handed Fighting''
|''Combat, Two-Handed Fighting''
|CRB
|CRB
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|'''Great Rend'''
|'''Great Rend'''
|Rend, STR 4
|Rend, STR 4
|(2/Recoup) When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP.  
|Gain the Great Rend ability.
 
* '''Great Rend (2/Recoup).''' When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP.
|''Combat, Two-Handed Fighting''
|''Combat, Two-Handed Fighting''
|CRB
|CRB
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|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.
|''Combat, Two-Handed Fighting''
|CRB
|-
|'''Hacking Blow'''
|Rend
|You may use Rend with a weapon that has the hand-and-a-half tag, but you must be wielding it with two hands in order to use Rend.
|''Combat, Two-Handed Fighting''
|''Combat, Two-Handed Fighting''
|CRB
|CRB
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|'''Weapon Expertise'''
|'''Weapon Expertise'''
|
|
|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, thrown, or reach. Gain +1 to attack and damage rolls with weapons that have both of those qualities. Weapons may only benefit once from this talent.
|''Combat, Weapon''
|''Combat, Weapon''
|CRB
|CRB
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|'''Weapon Mastery'''
|'''Weapon Mastery'''
|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 attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent.
|''Combat, Weapon''
|''Combat, Weapon''
|CRB
|CRB
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|'''Improved Weapon Mastery'''
|'''Improved Weapon Mastery'''
|Weapon Mastery
|Weapon Mastery
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by 1.
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by +1. Weapons may only benefit once from this talent.
|''Combat, Weapon''
|''Combat, Weapon''
|CRB
|CRB
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|'''Charmer'''
|'''Charmer'''
|
|
|(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.
|Gain the Charmer ability.
 
* '''Charmer (2/Recoup).''' Make a CHA attack against the WILL of a creature within 30 ft of you that is not hostile towards you. On a hit, they are Charmed by you for 10 minutes.
|''Command, Social''
|''Command, Social''
|CRB
|CRB
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|Charmer
|Charmer
|Charmer becomes 2/Catch Breath.
|Charmer becomes 2/Catch Breath.
Gain +3 Skill Points that you can spend on any skills with the influence tag.
|''Command, Social''
|''Command, Social''
|CRB
|CRB

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