Specialization Talents: Difference between revisions

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|'''Shield Siblings'''
|'''Shield Siblings'''
|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 that has 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.
|''Defense, Shield, Synergy''
|''Defense, Shield, Synergy''
|CRB
|CRB
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|'''Shield Wall'''
|'''Shield Wall'''
|Shield Siblings
|Shield Siblings
|While you are within 5 ft of another creature with this Talent and you are both wielding Tower Shields, you gain the following benefits.
|While you are within 5 ft of another creature that has the Shield Wall talent and you are both wielding tower shields, you gain the following benefits.


* Whenever both shields are Raised and one of you moves 5 ft, the other may move 5 ft as well without expending AP.
* Whenever both shields are Raised and one of you moves 5 ft, the other may move 5 ft as well without expending AP.
* Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.
* Gain the Shield Shove ability.


* If you are moving into a space that another creature occupies, you may make a special attack: STR vs FORT, adding your Shield Siblings AR bonus to your attack roll. '''Hit:''' That creature is pushed back 5 ft.
* '''Shield Shove.''' When moving only 5 ft, you may attempt to move into a space that another creature occupies and make a special STR attack against their FORT, adding your Shield Siblings AR bonus to your attack roll. On a hit, that creature is pushed back 5 ft.
 
Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.
|''Defenses, Shield, Synergy''
|''Defenses, Shield, Synergy''
|CRB
|CRB
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|'''Shield Bash'''
|'''Shield Bash'''
|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 Reactive 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 may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage.
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
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|'''Tower Shield Specialization'''
|'''Tower Shield Specialization'''
|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 and when you move 5 ft, the creature standing directly behind you can move with you without expending AP.
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
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|'''Tower Shield Specialization II'''
|'''Tower Shield Specialization II'''
|Tower Shield Specialization
|Tower Shield Specialization
|You may spend 1 AP to move 5 ft once on your turn when your tower shield is Raised.
|The Cover granted to creatures directly behind you increases to Partial Cover (+2).
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
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|'''Tower Shield Specialization III'''
|'''Tower Shield Specialization III'''
|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 Partial Cover (+3) and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Partial Cover (+1).
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
|-
|-
|'''Tower Shield Specialization IV'''
|'''Tower Shield Mastery'''
|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 in squares directly or diagonally behind you and within 10 ft increases to Partial Cover (+2). You may now wield a tower shield with only one arm; however, when you make a melee attack, you only gain Partial Cover (+3) instead of Total Cover until the beginning of your next turn.
|''Defense, Shield''
|CRB
|-
|'''Tower Shield Mastery'''
|Tower Shield Specialization IV
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft gain Cover 2. You may now wield a tower shield with only one arm, however when you make a melee attack, you only gain Cover 3 instead of Total Cover until the beginning of your next turn.
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
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|'''Animal Companion'''
|'''Animal Companion'''
|
|
|You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”
|Gain +2 Animal Handling and +2 Nature.
You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”
|''Misc Specialization''
|''Misc Specialization''
|CRB
|CRB
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|'''Family Heirloom'''
|'''Family Heirloom'''
|Must be Character Level 1 (cannot take at higher levels)
|Must be Character Level 1 (cannot take at higher levels)
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting gold.
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting silver.
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to hit with this weapon at levels 1, 10, 20, and 30.
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to attack rolls with this weapon at levels 1, 10, 20, and 30.
|''Misc Specialization''
|''Misc Specialization''
|CRB
|CRB
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|'''Primal Aspect'''
|'''Primal Aspect'''
|Access to Primal Aspects
|Access to Primal Aspects
|''Repeatable.'' Learn a Primal Aspect from the ''Primal Aspect'' Table. 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.
|''Repeatable.'' 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 Take a Rest.
|''Primal Aspect, Repeatable''
|''Primal Aspect, Repeatable''
|-
|-
|'''Primal Aspect Focus'''
|'''Primal Aspect Focus'''
|At least 2 Primal Aspects
|At least 2 Primal Aspects
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in Initiative, and by spending 1 AP when you are in Initiative.  
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in combat, and by spending 1 AP when you are in combat.
If you know more than 2 Aspects, you can choose which 2 are available to switch between upon Taking a Rest.
If you know more than two Aspects, you can choose which two are available to switch between upon Taking a Rest.
 
If you have transferred an Aspect to an ally, it is unavailable to you.
|''Primal Aspect''
|''Primal Aspect''
|-
|-
|'''Primal Aspect Focus II'''
|'''Primal Aspect Focus II'''
|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 two, using your Aspect Focus.
|''Primal Aspect''
|''Primal Aspect''
|-
|-
|'''Primal Aspect Focus III'''
|'''Primal Aspect Focus III'''
|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 combat.
|''Primal Aspect''
|''Primal Aspect''
|-
|-
|'''Primal Aspect Focus IV'''
|'''Primal Aspect Focus IV'''
|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 combat.
|''Primal Aspect''
|''Primal Aspect''
|-
|-
|'''Primal Aspect Transference'''
|'''Primal Aspect Transference'''
|Primal Aspect Focus
|Primal Aspect Focus
|(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.
|Gain the Primal Aspect Transference ability.
 
* '''Primal Aspect Transference (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.
 
While an Aspect is transferred to an ally, it is unavailable for you to switch to.
|''Primal Aspect''
|''Primal Aspect''
|-
|-
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|-
|-
|'''Aspect: A’rl’ng'''
|'''Aspect: A’rl’ng'''
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn.
|You may spend 1 AP to magically double all movement you take for this turn. '''(1/Catch Breath)'''
|-
|-
|'''Aspect: Al’An'''
|'''Aspect: Al’An'''
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|-
|-
|'''Aspect: Heq'''
|'''Aspect: Heq'''
|You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.
|-
|-
|'''Aspect: Leshy'''
|'''Aspect: Leshy'''
|You can always find food and shelter in the wild for yourself and 6 other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all Survival and Observation checks made to find food and shelter.
|You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter.
|-
|-
|'''Aspect: Porov'''
|'''Aspect: Porov'''
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|-
|-
|'''Aspect: Sekh'''
|'''Aspect: Sekh'''
|1 AP: You can leap 10 ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall Prone.
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.
|-
|-
|'''Aspect: Stoll'''
|'''Aspect: Stoll'''
|(1/Catch Breath) Commune with the body of a deceased, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words.  
|Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. '''(1/Catch Breath)'''
|-
|-
|'''Aspect: Tamat'''
|'''Aspect: Tamat'''
|(1/Recoup) For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and Function of that magical effect.
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. '''(1/Recoup)'''
|-
|-
|'''Aspect: Vele'''
|'''Aspect: Vele'''
|(1/Catch Breath) 1 AP: Creatures within 5 ft of you gain Shield HP equal to your Character Level. While they have this Shield HP, attacks against them have TD.  
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. '''(1/Catch Breath)'''
|-
|-
|'''Aspect: Woden'''
|'''Aspect: Woden'''
|Gain +6 to Vehicle* [water] and Navigation checks.
|Gain +6 to Vehicles* [water] and Navigation checks.
|}
|}


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