Specialization Talents
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
These talents will help you in a variety of combat situations
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Adrenaline Rush | Repeatable. Gain the Adrenaline Rush ability. Each time you take this talent again, increase the number of times you can use this ability by 1. You cannot use this ability again while it is already active.
|
Combat, Repeatable | MythCraft Enhanced | |
| Arterial Precision | When making a weapon attack, you may choose to suffer a -8 penalty to the attack roll. If you hit, the creature also suffers Bleeding 1d6. | Combat | Harker's | |
| 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. | Combat | CRB | |
| Deliberative | Suffer a -6 penalty to Initiative rolls. If you act last on the first round of combat, you gain +2 AP on your first turn of that combat. | Combat | MythCraft Enhanced | |
| Exploitative | You gain the ability to Exploit.
You can Exploit when a creature:
|
Combat | CRB | |
| Giant Slayer | Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large. | Combat | CRB | |
| Gutter Fighter | When you have 0 HP, you gain +1 AP at the start of each of your turns, you can use the Exploit maneuver, and your unarmed damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage while Gutter Fighter is active. | Combat | Harker's | |
| Opportunist | Exploitative | You gain +2 to hit on basic and advanced maneuvers that require attack rolls. | Combat | CRB |
| Ready Up | Gain the Ready Up ability.
If you use this ability to prepare an expendable ability, and the triggering event does not occur before the start of your next turn, you still expend the use of that ability and its effects are wasted. |
Combat | MythCraft Enhanced | |
| Trick Technique | Gain +2 Sleight of Hand.
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX. |
Combat | Harker's |
Archery Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Careful Shot | You can deduct any penalties to your ranged weapon attack roll, such as those from Cover or TD, from your damage roll instead of your attack roll. | Combat, Archery | CRB | |
| Cool Under Pressure | When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not suffer any TD. | Combat, Archery | CRB | |
| Guarded Shot | When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks. | Combat, Archery | CRB | |
| Point Blank 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). | Combat, Archery | CRB |
| Power Shot | Guarded Shot | Gain the Power Shot ability.
|
Combat, Archery | CRB |
Critical Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| 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, 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 | CRB | |
| Go For The Knees | When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn. | Combat, Crit | CRB | |
| Gore | 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. | Combat, Crit | CRB |
| Impale | 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 | CRB | |
| Opportunistic 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. | Combat, Crit | CRB | |
| Slow And Steady | 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 | CRB | |
| Training Meets Opportunity | Weapon Expertise, LUCK 2 | 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 | CRB |
Dual Wielding Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Basic Dual Wield | 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. | Combat, Two-Weapon Fighting | CRB | |
| Advanced 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 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 | CRB |
| Blade Blocker | Basic Dual Wield | While you are using two weapons, you gain Resist Physical +2 against melee attacks. | Combat, Two-Weapon Fighting | CRB |
| Blade Blocker II | Blade Blocker, Dual Wield IV | Blade Blocker becomes Resist Physical +4. | Combat, Two-Weapon Fighting | CRB |
| 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. | Combat, Two-Weapon Fighting | CRB |
| Dual Wield II | 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). | Combat, Two-Weapon Fighting | CRB |
| Dual Wield III | 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. | Combat, Two-Weapon Fighting | CRB |
| Dual Wield IV | 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. | Combat, Two-Weapon Fighting | CRB |
One-Handed Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Duelist | 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. | Combat, One-Handed Fighting | CRB | |
| 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. You gain +1 TA on the attack if you move in this way. | Combat, One-Handed Fighting | CRB |
Perfect Strike Track
| 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.
|
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 |
Scrap Fighter Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Scrap Fighter | Improvised weapons cost 1 fewer AP for you to use (min 2). | Combat, Scrap Fighter | Harker's | |
| Scrap Brawler | Scrap Fighter | Repeatable. Your damage with improvised weapons increases by one die size (e.g., from 1d4 to 1d6, max 1d12). | Combat, Scrap Fighter, Repeatable | Harker's |
| Scrabbling Frenzy | Scrap Fighter | Gain the Scrabbling Frenzy ability. You can only use this ability when you are Bloodied.
|
Combat, Scrap Fighter | Harker's |
| Brawn Beats Brain | Scrap Fighter | You may use any melee weapon as an improvised bludgeon.
If the weapon is bladed, you may also use it as an improvised small blade if it has the thrown or concealed tags, or as an improvised large blade if it does not. |
Combat, Scrap Fighter | Harker's |
Two-Handed Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Bristle | Gain the Bristle ability. You may only use this ability when wielding a two-handed weapon with a Reach of 10 ft or greater.
|
Combat, Two-Handed Fighting | MythCraft Enhanced | |
| Rend | STR 2 | Gain the Rend ability.
|
Combat, Two-Handed Fighting | CRB |
| Rend II | Rend | Rend becomes END/Recoup. | Combat, Two-Handed Fighting | CRB |
| Rend III | Rend II, STR 6 | Rend becomes END/Catch Breath. | Combat, Two-Handed Fighting | CRB |
| Great Rend | Rend, STR 4 | Gain the Great Rend ability.
|
Combat, Two-Handed Fighting | CRB |
| Great Rend II | Great Rend, STR 8 | Great Rend becomes 2/Catch Breath. | Combat, Two-Handed Fighting | CRB |
| Great Rend III | Great Rend II, STR 10 | You may use your Great Rend ability indefinitely. | Combat, Two-Handed Fighting | CRB |
Weapon Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Weapon Expertise | 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 | CRB | |
| Weapon Mastery | 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 attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent. | Combat, Weapon | CRB |
| Improved Weapon Mastery | Weapon Mastery | 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 | CRB |
Command Stack
These talents will make you better at commanding a room or battlefield with your undeniable presence
| Talent | PreReq | Description | Tags | 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 |
| Call in a Favor | You always know whether you have positive or negative Goodwill in a given social facet.
Gain the Call in a Favor ability, which you may only use if you have positive Goodwill in the related social facet.
|
Command, Social | MythCraft Enhanced | |
| Card Shark | When gambling, gain +3 to Deceiving, Fortuity, Intuiting, and Sleight of Hand checks. | Command, Social | MythCraft Enhanced | |
| Charmer | Gain the Charmer ability.
|
Command, Social | CRB | |
| Charmer II | Charmer | Charmer becomes 2/Catch Breath.
Gain +3 Skill Points that you can spend on any skills with the influence tag. |
Command, Social | CRB |
| Courtesan's Knife | Gain a the Courtesan’s Knife ability.
|
Command, Social | Harker's | |
| On Your Feet | You may spend 1 AP to pull an adjacent ally up from being Prone. | Command, Combat | 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 |
Defense Stack
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage.
| Talent | PreReq | Description | Tags | Source | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Ain't No Grave | 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. | Defense | CRB | |||||||||||||
| Gritty Recovery | END 2 | When you finish Recouping, roll a die on the following table as determined by your END. Regain HP equal to the result.
|
Defense | MythCraft Enhanced | ||||||||||||
| Hardy | Incompatible: Meat Pile | You gain additional max HP equal to your character level. You may recalculate your max 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 max HP. | Defense | CRB | ||||||||||||
| Hardy II | Hardy, Character Level 10 | You gain additional max HP equal to your character level. You may recalculate your max 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 max HP. | Defense | CRB | ||||||||||||
| Hardy III | Hardy II, Character Level 15 | You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). Additionally, each time you level up, gain +1 max HP.
You also suffer no negative effects from being Fatigued for the first day you are Fatigued (allowing you to remove Death Points normally). This ability resets when Fatigued is removed. |
Defense | CRB | ||||||||||||
| Meat Pile | Incompatible: Hardy | You suffer -2 to your AR, REF, and FORT.
Your HP die size becomes 1d20 and you must recalculate your max HP following this formula: 10+(Level)d20. However, your AR and physical defenses can never exceed 11. When you gain a level, you must roll for your HP when you have this talent. |
Defense | CRB |
Armor Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Evasive | Incompatible: Lucky Placement, Impulse, Tough, Intuition | If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 14). | Defense, Armor | CRB |
| Evasive II | Evasive | If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 18). | Defense, Armor | CRB |
| Evasive III | Evasive II | If you are not wearing armor and an attack targets your AR, you may have it target your REF. | Defense, Armor | CRB |
| Can't Kill What You Can't Catch | Evasive | When an attack that targets your REF misses you, you may move 5 ft. | Defense, Armor | CRB |
| Perfect Dodge | Evasive II | If you would take half damage from an attack that targets your REF, you instead take no damage. | Defense, Armor | CRB |
| Heavy Armor Trainee | Your movement is no longer restricted by wearing heavy armor. | Defense, Armor | CRB | |
| Intuition | Incompatible: Evasive, Tough, Impulse | You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so. | Defense, Armor | Harker's |
| Intuition II | Intuition | Your AR cannot exceed 18 when you use this feature. | Defense, Armor | Harker's |
| Intuition III | Intuition II | Your AR has no limit when you use this feature. | Defense, Armor | Harker's |
| Impulse | Incompatible: Evasive, Tough, Intuition | If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 14). | Defense, Armor | CRB |
| Impulse II | Impulse | If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 18). | Defense, Armor | CRB |
| Impulse III | Impulse II | If you are not wearing armor and an attack targets your AR, you may have it target your ANT. | Defense, Armor | CRB |
| Light Armor Trainee | You gain +1 AR, REF, and FORT while wearing light armor. | Defense, Armor | CRB | |
| Lucky Placement | Incompatible: Evasive | You may use your LUCK in place of your DEX when calculating your REF, but your REF cannot exceed 14 when you do. | Defense, Armor | CRB |
| Lucky Placement II | Lucky Placement | Lucky Placement now allows your REF to go up to 18.
You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures. |
Defense, Armor | CRB |
| Lucky Placement III | Lucky Placement II | Lucky Placement now has no REF limit. | Defense, Armor | CRB |
| Second Skin: Light Armor | Repeatable. Choose one type of light armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent. | Defense, Armor, Repeatable | CRB | |
| Second Skin: Medium Armor | Repeatable. Choose one type of medium armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent. | Defense, Armor, Repeatable | CRB | |
| Second Skin: Heavy Armor | Repeatable. Choose one type of heavy armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent. | Defense, Armor, Repeatable | CRB | |
| Second Skin: Shields | Repeatable. Choose one type of shield. Gain the shield’s Resist bonus when you have that type of shield equipped. When you level up, you may lose this talent to gain another Second Skin talent. | Defense, Armor, Repeatable | CRB | |
| Tough | Incompatible: Evasive, Impulse, Intuition | If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 14). | Defense, Armor | CRB |
| Tough II | Tough | If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 18). | Defense, Armor | CRB |
| Tough III | Tough II | If you are not wearing armor and an attack targets your AR, you may have it target your FORT. | Defense, Armor | CRB |
| Unarmored Awareness | Unarmored Defense | Gain the Unarmored Awareness ability.
|
Defense, Armor | CRB |
| Unarmored Awareness II | Unarmored Awareness | If you have no uses of Unarmored Awareness left, you may use Unarmored Awareness once per round for 2 Reactive AP. | Defense, Armor | CRB |
| Unarmored Awareness III | Unarmored Awareness II | Unarmored Awareness becomes 3/Catch Breath. Also, your Unarmored Awareness II benefit now only costs 1 Reactive AP. | Defense, Armor | CRB |
| Unarmored Awareness IV | Unarmored Awareness III, Character Level 15 | Your Unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle. | Defense, Armor | CRB |
Defensive Maneuvers Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Barrel Roll | Gain +2 AR against ranged attacks.
Gain the Barrel Roll ability.
|
Defense, Defensive Maneuvers | CRB | |
| Barrel Roll II | Barrel Roll | You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP. | Defense, Defensive Maneuvers | CRB |
| Brawler | 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. | Defense, Defensive Maneuvers | CRB | |
| Human Shield | You gain +2 to your AR and physical defenses while you have an enemy Grappled. | Defense, Defensive Maneuvers | CRB | |
| Lurker | When you are Concealed, your AR and physical defenses increase by +2. | Defense, Defensive Maneuvers | CRB |
Shield Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Shield Training | You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.
Gain the Raise ability.
|
Defense, Shield | CRB | |
| Buckler Specialization | 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 suffers 1 TD while attacking you until the beginning of your next turn. | Defense, Shield | CRB |
| Buckler Strap | Shield Training | You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free. You can now use a two-handed melee weapon with a buckler, and can use the two-handed benefits of a hand-and-a-half weapon. | Defense, Shield | CRB |
| Shield Fighting | 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. | Defense, Shield | CRB |
| Medium Shield Training | Shield Training | You gain the Resist abilities of kite shields and heater shields. | Defense, Shield | CRB |
| Medium Shield Training II | Medium Shield Training | Gain +1 to your AR while wielding a kite or heater shield.
Gain the Practiced Block ability.
|
Defense, Shield | CRB |
| Medium Shield Training III | Medium Shield Training II | While you have a kite or heater shield equipped, you gain +2 to your AR and physical defenses against reactive attacks triggered by your movement. | Defense, Shield | CRB |
| Medium Shield Training IV | Medium Shield Training III | If an attack against your REF misses you while you have Raise active and are wielding a kite or heater shield, you take no damage if you would otherwise take half damage.
Practiced Block becomes 2/Catch Breath. |
Defense, Shield | CRB |
| Medium Shield Training V | Medium Shield Training IV | Your Raise ability now grants +4 to your AR and physical defenses until the beginning of your next turn.
Practiced Block becomes 3/Catch Breath. |
Defense, Shield | CRB |
| Medium Shield Mastery | Medium Shield Training V | You may now extend the bonus of your Raise 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. | Defense, Shield | CRB |
| Shield Siblings | Shield Training | 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 | CRB |
| Shield Wall | Shield Siblings | 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.
|
Defense, Shield | CRB |
| Shield Bash | 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 may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage. | Defense, Shield | CRB |
| Tower Shield Specialization | Shield Training | 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 | CRB |
| Tower Shield Specialization II | Tower Shield Specialization | The Cover granted to creatures directly behind you increases to Partial Cover (+2). | Defense, Shield | CRB |
| Tower Shield Specialization III | Tower Shield Specialization II | 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 | CRB |
| Tower Shield Mastery | Tower Shield Specialization III | 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 |
Skill Stack
These talents offer you a small bonus in addition to giving you more Skill Points.
| Talent | PreReq | Description | Tags | Source | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Acrobat | Repeatable. Gain +6 Skill Points that you can spend on any skills with the acrobatics tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Alchemy Expert | Gain +3 in the Alchemy skill.
Each time you Take a Rest, you can craft a tonic or a vial of caustic flame. Either option loses its potency after 24 hours.
|
Skill Specialization | CRB | |||||||||||||||
| A Little Bit Of Soul | Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a check with a skill that has the crafting or knowledge tag, you may use your CHA instead of your INT for your skill check. | Skill Specialization | CRB | |||||||||||||||
| Animal Whisperer | Gain +3 Animal Handling.
Gain the Animal Whisperer ability.
|
Skill Specialization | CRB | |||||||||||||||
| Animal Trainer | 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. | Skill Specialization | CRB | ||||||||||||||
| Arcanist Understudy | Gain +3 Arcana.
You learn one arcane cantrip of your choice. Use your magic attribute. If you do not have one, use INT. |
Skill Specialization | CRB | |||||||||||||||
| Archaeologist | Choose an environment: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. Alternatively, choose one nation that exists currently or has existed in the past.
When you are in the environment or nation that you selected, gain a +3 bonus to Appraising, Art, Dungeoneering, Economics, Geography, History, and Investigating. |
Skill Specialization, Repeatable | MythCraft Enhanced | |||||||||||||||
| Artist Aspirant | Incompatible: Entertainer (Artist) profession | Gain +3 Art.
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc. |
Skill Specialization | CRB | ||||||||||||||
| Artistic Apprentice | Artist Aspirant | Gain one rank of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant talent. | Skill Specialization | CRB | ||||||||||||||
| Astrologer | Gain +3 Astrology.
Gain the Astrologer ability.
|
Skill Specialization | CRB | |||||||||||||||
| Astronomer | Gain +3 Astronomy.
If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography or Navigating skills). |
Skill Specialization | CRB | |||||||||||||||
| Athlete | Repeatable. Gain +6 Skill Points that you can spend on any skills with the athleticism tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Autopsy | Gain a +4 bonus to Appraising, Investigating, and Medicine when making a skill check related to studying a corpse. This can exceed your +20 skill cap.
When you make such a check, if you exceed a DC of 20 and the corpse died as a result of a creature, then you gain +1 TA against creatures of the same type for the next 24 hours. If the corpse died as a result of disease, you gain +2 FORT against that disease for the next 24 hours. |
Skill Specialization | Harker's | |||||||||||||||
| Aware | Repeatable. Gain +6 Skill Points that you can spend on any skills with the AWR tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Balanced | Gain +3 Balancing.
When a creature attempts to knock you Prone, instead of using your defense against that particular effect, you may choose to roll a Balancing 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). |
Skill Specialization | CRB | |||||||||||||||
| Biologist | Gain +3 Biology.
You can immediately identify if a creature has the beast tag or monstrosity tag, or if it has neither. This costs 0 AP. |
Skill Specialization | CRB | |||||||||||||||
| Brewer | Gain +3 Brewing.
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. |
Skill Specialization | CRB | |||||||||||||||
| Brewing Expert | Brewer | Gain +3 Brewing.
You can now produce three servings of your beverage when you use your Brewer feature. |
Skill Specialization | CRB | ||||||||||||||
| By Feel, Not Measure | Gain +6 Skill Points that you can spend on 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. | Skill Specialization | CRB | |||||||||||||||
| Calligrapher | Gain +3 Calligraphy.
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. |
Skill Specialization | CRB | |||||||||||||||
| Careful Appraiser | Gain +3 Appraising.
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. |
Skill Specialization | CRB | |||||||||||||||
| Carpenter | Gain +3 Carpentry.
If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by +5. You cannot do this to an area larger than 20 ft x 20 ft. |
Skill Specialization | CRB | |||||||||||||||
| Cartographer | Gain +3 Cartography.
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. |
Skill Specialization | CRB | |||||||||||||||
| Charismatic | Repeatable. Gain +6 Skill Points that you can spend on any skills with the CHA tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Chef | Gain +3 Cooking.
Your artistic sense of how to mingle flavors allows you to improve any food and drink. When a creature consumes 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. |
Skill Specialization | CRB | |||||||||||||||
| Chemist | Gain +3 Chemistry.
Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink. When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry check against that creature’s FORT. On a success, they become Sickened for 1 hour. Any magic that reveals poison reveals this tampering. |
Skill Specialization | CRB | |||||||||||||||
| Climber | Gain +3 Athletics.
Gain the Climber ability.
|
Skill Specialization | CRB | |||||||||||||||
| Cobbler | Gain +3 Cobbling.
Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains +3 Forced March. |
Skill Specialization | CRB | |||||||||||||||
| Cobbling Mastery | Cobbler | You may now patch three pairs of shoes each time you Take a Rest. | Skill Specialization | CRB | ||||||||||||||
| Contortionist | Gain +3 Contorting.
Moving through spaces that would require you to squeeze costs no additional movement. |
Skill Specialization | CRB | |||||||||||||||
| Coordinated Effort | COR 2 | Gain the Coordinated Effort ability.
|
Skill Specialization, Attribute | MythCraft Enhanced | ||||||||||||||
| Crafter | Repeatable. Gain +6 Skill Points that you can spend on any skills with the crafting tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Cryptidology | Gain +2 to Animal Handling, Biology, History, Nature, and Tracking when making a skill check to recall information regarding beasts or monstrosities. This can exceed your +20 skill cap.
You may spend 1 AP to attempt to recall specific information about a beast or monstrosity within 60 ft of you. Make a History or Nature check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:
|
Skill Specialization | Harker's | |||||||||||||||
| Dancer | Gain +3 Dancing.
Gain +1 REF. |
Skill Specialization | CRB | |||||||||||||||
| Deckhand | Gain +3 Vehicles [water].
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. |
Skill Specialization | CRB | |||||||||||||||
| Demonology | Gain a +4 bonus to Arcana, History, and Religion when making a skill check to recall information regarding fiends. This can exceed your +20 skill cap.
You may spend 1 AP to attempt to recall specific information about a fiend within 60 ft of you. Make an Arcana, History, or Religion check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:
|
Skill Specialization | Harker's | |||||||||||||||
| Dextrous | Repeatable. Gain +6 Skill Points that you can spend on any skills with the DEX tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Disguise Artist | Gain +3 Disguising.
You no longer need a disguise kit to make an Disguising check, provided that you are able to change your clothing, hairstyle, props, etc. |
Skill Specialization | CRB | |||||||||||||||
| Display of Willpower | CHA 2 | Gain the Display of Willpower ability.
|
Skill Specialization, Attribute | MythCraft Enhanced | ||||||||||||||
| Distance Runner | Gain +3 Distance Running.
You can run a number of miles equal to your END x2 (min 2 miles) at a steady pace before needing to make Distance Running checks. |
Skill Specialization | CRB | |||||||||||||||
| Double Time | Gain +3 Forced March.
When marching at a normal pace, you can travel 150% the typical distance before needing to make Fatigue rolls. |
Skill Specialization | CRB | |||||||||||||||
| Driver | Gain +3 Vehicles [land].
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. |
Skill Specialization | CRB | |||||||||||||||
| Dungeoneer | Gain +3 Dungeoneering.
Gain +1 ANT. |
Skill Specialization | CRB | |||||||||||||||
| Eavesdropper | Gain +3 Eavesdropping.
Gain the Eavesdropper ability.
|
Skill Specialization | CRB | |||||||||||||||
| Economist | Gain +3 Economics.
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 sc weekly while in a settled area. |
Skill Specialization | CRB | |||||||||||||||
| Empathetic | Gain +3 Empathy.
Gain the Empathetic ability.
|
Skill Specialization | CRB | |||||||||||||||
| Endless Endurance | END 2 | When making an END attribute check outside of combat, if you rolled below a 10, treat your die roll as a 10. | Skill Specialization, Attribute | MythCraft Enhanced | ||||||||||||||
| Enduring | Repeatable. Gain +6 Skill Points that you can spend on any skills with the END tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Engineer | Gain +3 Engineering.
You can consult on building repairs to earn 10 sc per week while in an urban area. |
Skill Specialization | CRB | |||||||||||||||
| Entertainer Aspirant | Gain +3 Entertaining.
When in an inn or tavern, you can perform in exchange for free room and board. |
Skill Specialization | CRB | |||||||||||||||
| Entertainer | Entertainer Aspirant or Musician | Gain one rank in the Entertainer Profession. You must choose the Performer track instead of the Artist track.
This replaces your Entertainer Aspirant talent. |
Skill Specialization | CRB | ||||||||||||||
| Evader | Gain +3 Evading.
Gain the Evader ability.
|
Skill Specialization | CRB | |||||||||||||||
| Feat of Strength | STR 2 | Gain the Feat of Strength ability.
|
Skill Specialization, Attribute | MythCraft Enhanced | ||||||||||||||
| Forager | Gain +3 Foraging.
When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging 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.) |
Skill Specialization | CRB | |||||||||||||||
| Forceful | Gain +3 Applied Force.
When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make a Applied Force check, treat any d20 roll of 1-9 as if it were a 10. |
Skill Specialization | CRB | |||||||||||||||
| Forgery | Gain +3 Forging.
Gain the Forgery ability.
|
Skill Specialization | CRB | |||||||||||||||
| Fortuitous | Gain +3 Fortuity.
When making a Fortuity check, your crit range increases by +3 (e.g., from 20 to 17-20). The max crit range is still 16-20. |
Skill Specialization | CRB | |||||||||||||||
| Gentried Title | Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
|
Skill Specialization, Repeatable | MythCraft Enhanced | |||||||||||||||
| Geographer | Gain +3 Geography.
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. |
Skill Specialization | CRB | |||||||||||||||
| Glassblower | Gain +3 Glass Blowing.
Gain the Glassblower ability.
|
Skill Specialization | CRB | |||||||||||||||
| Go-Getter | Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
Subterfuge: Forging*, Sleight of Hand |
Skill Specialization, Repeatable | MythCraft Enhanced | |||||||||||||||
| Gossiper | Gain +3 Gossiping.
Gain the Gossiper ability.
|
Skill Specialization | CRB | |||||||||||||||
| Historian | Gain +3 History.
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified. |
Skill Specialization | CRB | |||||||||||||||
| Influencer | Repeatable. Gain +6 Skill Points that you can spend on any skills with the influence tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Intelligence | Repeatable. Gain +6 Skill Points that you can spend on any skills with the INT tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Intimidator | Gain +3 Intimidating.
Gain the Intimidator ability.
|
Skill Specialization | CRB | |||||||||||||||
| Intuitive | Gain +3 Intuiting.
Gain the Intuitive ability.
|
Skill Specialization | CRB | |||||||||||||||
| Investigator | Gain +3 Investigating.
Gain the Investigator ability.
|
Skill Specialization | CRB | |||||||||||||||
| Jack Of All Trades | Gain +3 Savoir Faire.
Gain the Jack of All Trades ability.
|
Skill Specialization | CRB | |||||||||||||||
| Jeweler | Gain +3 Jeweling.
Gain the Jeweler ability.
|
Skill Specialization | CRB | |||||||||||||||
| Jewelry Expert | Jeweler, at least 3 Professional Ranks | Gain +3 Jeweling.
Gain the Jewelry Expert ability.
|
Skill Specialization | CRB | ||||||||||||||
| Keen Anticipation | AWR 2 | Gain the Keen Anticipation ability.
|
Skill Specialization, Attribute | MythCraft Enhanced | ||||||||||||||
| Knowledgeable | Repeatable. Gain +6 Skill Points that you can spend on any skills with the knowledge tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Lawyer | Gain +3 Law.
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 Goodwill by +1 at the end of each month. |
Skill Specialization | CRB | |||||||||||||||
| Leader | Gain +3 Leadership.
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move. |
Skill Specialization | CRB | |||||||||||||||
| Lean-To | Gain +3 Sheltering.
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 +2 on END checks made to resist extreme weather. |
Skill Specialization | CRB | |||||||||||||||
| Leatherworker | Gain +3 Leatherworking.
Gain the Leatherworker ability.
|
Skill Specialization | CRB | |||||||||||||||
| Lifelong Learner | Gain +1 Skill Point in any skill. Each time you level up, gain +1 Skill Point in any skill. | Skill Specialization | MythCraft Enhanced | |||||||||||||||
| Lockpicker | Gain +3 Lockpicking.
Gain the Lockpicker ability.
|
Skill Specialization | CRB | |||||||||||||||
| Logical Conclusion | INT 2 | Gain the Logical Conclusion ability.
|
Skill Specialization, Attribute | MythCraft Enhanced | ||||||||||||||
| Luck of the Draw | LUCK 2 | Whenever you spend a Luck Point, you may first call out “evens” or “odds” and roll a die. If you were correct, regain the Luck Point after spending it. If you were incorrect, instead you gain 1 Death Point. | Skill Specialization, Attribute | MythCraft Enhanced | ||||||||||||||
| Lucky | Repeatable. Gain +6 Skill Points that you can spend on any skills with the LUCK tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Mason | Gain +3 Masonry.
Gain the Mason ability.
|
Skill Specialization | CRB | |||||||||||||||
| Medic | Gain +3 Medicine.
Gain the Medic ability.
|
Skill Specialization | CRB | |||||||||||||||
| Menace | Gain +3 Menacing.
Gain the Menace ability.
|
Skill Specialization | CRB | |||||||||||||||
| Musician | Gain +3 Instrument [your choice].
When in an inn or tavern, you can perform in exchange for free room and board. |
Skill Specialization | CRB | |||||||||||||||
| Naturalist | Gain +3 Nature.
Gain the Naturalist ability.
|
Skill Specialization | CRB | |||||||||||||||
| Navigator | Gain +3 Navigating.
So long as you can see a natural landmark, you cannot become lost, except by magical means. |
Skill Specialization | CRB | |||||||||||||||
| Observant | Repeatable. Gain +6 Skill Points that you can spend on any skills with the observation tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Officer | Gain +3 Military.
Gain the Officer ability.
|
Skill Specialization | CRB | |||||||||||||||
| Painter | Gain +3 Painting.
Gain the Painter ability.
|
Skill Specialization | CRB | |||||||||||||||
| Part-Time Student | Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
|
Skill Specialization, Repeatable | MythCraft Enhanced | |||||||||||||||
| Perceptive | Gain +3 Perceiving.
Gain the Perceptive ability.
|
Skill Specialization | CRB | |||||||||||||||
| Performer | Repeatable. Gain +6 Skill Points that you can spend on any skills with the performance tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Persuasive | Gain +3 Persuading.
Gain the Persuasive ability.
|
Skill Specialization | CRB | |||||||||||||||
| Petty Criminal | Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
|
Skill Specialization, Repeatable | MythCraft Enhanced | |||||||||||||||
| Pickpocket | Gain +3 Sleight of Hand.
When you have an item with the light tag on your person, you can give it the concealed tag as well. Only two such items can gain this benefit at a time. |
Skill Specialization | CRB | |||||||||||||||
| Poisoner | Gain +3 in your choice of the Alchemy or Brewing skill.
When you Take a Rest, you may make an Alchemy or Brewing check to brew a dose of poison. The poison deals 1d4 damage when ingested, and causes a condition based on your skill check. (see the following Poisoner table.) The poison spoils after 24 hours, becoming a foul-tasting but harmless liquid.
|
Skill Specialization | Harker's | |||||||||||||||
| Politician | Gain +3 Politics of [choose region].
Gain the Politician ability.
|
Skill Specialization | CRB | |||||||||||||||
| Potter | Gain +3 Pottery.
Gain the Potter ability.
|
Skill Specialization | CRB | |||||||||||||||
| Powerlifter | Gain +3 Athletics.
You can carry +2 unwieldy items without being encumbered. |
Skill Specialization | CRB | |||||||||||||||
| Practiced Warrior | Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
|
Skill Specialization, Repeatable | MythCraft Enhanced | |||||||||||||||
| Practice Makes Perfect | Gain +6 Skill Points you can spend on 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. | Skill Specialization | CRB | |||||||||||||||
| Reflexive Dodge | DEX 2 | Gain the Reflexive Dodge ability.
|
Skill Specialization, Attribute | MythCraft Enhanced | ||||||||||||||
| Religious | Gain +3 Religion [choose one].
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). |
Skill Specialization | CRB | |||||||||||||||
| Scavenger | Gain +3 Scavenging.
Gain the Scavenger ability.
|
Skill Specialization | CRB | |||||||||||||||
| Smith | Gain +3 Smithing.
Gain the Smith ability.
|
Skill Specialization | CRB | |||||||||||||||
| Sneak | Gain +3 Sneaking.
Gain the Sneak ability.
|
Skill Specialization | CRB | |||||||||||||||
| Sprinter | Gain +3 in the Sprinting skill.
Gain the Sprinter ability.
|
Skill Specialization | CRB | |||||||||||||||
| Stamina | Repeatable. Gain +6 Skill Points that you can spend on any skills with the stamina tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Strong | Repeatable. Gain +6 Skill Points that you can spend on any skills with the STR tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Subverter | Repeatable. Gain +6 Skill Points that you can spend on any skills with the subterfuge tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Survivalist | Repeatable. Gain +6 Skill Points that you can spend on any skills with the survival tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Swimmer | Gain +3 Athletics.
Gain the Swimmer ability.
|
Skill Specialization | CRB | |||||||||||||||
| Tentative Believer | Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
|
Skill Specialization, Repeatable | MythCraft Enhanced | |||||||||||||||
| Tracker | Gain +3 Tracking.
Gain the Tracker ability.
|
Skill Specialization | CRB | |||||||||||||||
| Traveler | Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
|
Skill Specialization, Repeatable | MythCraft Enhanced | |||||||||||||||
| Tumbler | Gain +3 Tumbling.
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted. |
Skill Specialization | CRB | |||||||||||||||
| Vampirology | Gain a +4 bonus to Arcana, History, Investigating, Perceiving, Religion, and Savoir Faire when making a skill check to recall information regarding vampires or to pass yourself off as one. This can exceed your +20 skill cap. | Skill Specialization | Harker's | |||||||||||||||
| Weaver | Gain +3 Weaving.
Gain the Weaver ability.
|
Skill Specialization | CRB | |||||||||||||||
| Whittler | Gain +3 Woodcarving.
Gain the Whittler ability.
|
Skill Specialization | CRB |
Additional Specialization Stacks
Misc Stack
These talents offer a variety of miscellaneous bonuses.
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Animal Companion | 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 | CRB | |
| Family Heirloom | 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 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 attack rolls with this weapon at levels 1, 10, 20, and 30. |
Misc Specialization | CRB |
| Hearty Antibodies | Gain Resist 4 against any one disease of your choice. Whenever you make a d20 roll to avoid becoming infected or avoid the effects of a disease, gain a +4 bonus. | Misc Specialization | Harker's | |
| Inheritance | Must be Character Level 1 (cannot take at higher levels) | Add +200 sc to your starting wealth. | Misc Specialization | MythCraft Enhanced |
| Last Effort | When you start your turn, gain +1 TA if you have any Death Points, and +2 TA if you have more than 3 Death Points.
When you gain enough Death Points to kill you, you may immediately take one more turn. Any attacks you make automatically hit, and your crit range is 16-20 for all these attacks during this turn. |
Misc Specialization | Harker's | |
| Pilfer | Whenever you gain sc as a result of looting bodies or finding treasure in an unpopulated area, increase the amount of sc you receive by 5%. Increase your total after dividing the total amount of sc among the party. | Misc Specialization | MythCraft Enhanced |
Primal Aspect Talents
To gain access to Primal Aspects, you must take one or more talents in the Berzerker, Oracle, and/or Ranger classes or find another way to access to them, such as a magical boon from an Archfae.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Primal Aspect | Access to Primal Aspects | 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 Focus | At least 2 Primal Aspects | 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 two Aspects, you can choose which two are available to switch between upon Taking a Rest. |
Primal Aspect |
| Primal Aspect Focus II | Primal 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 Focus III | 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 combat. | Primal Aspect |
| Primal Aspect Focus IV | 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 combat. | Primal Aspect |
| Primal Aspect Transference | Primal Aspect Focus | Gain the Primal Aspect Transference ability.
While an Aspect is transferred to an ally, it is unavailable for you to switch to. |
Primal Aspect |
| Primal Aspect Transference II | Primal Aspect Transference | Primal Aspect Transference becomes 3/Rest. | Primal Aspect |
Primal Aspect Table
| Aspect | Talent Ability |
|---|---|
| Aspect: A’rl’ng | You may spend 1 AP to magically double all movement you take for this turn. (1/Catch Breath) |
| Aspect: Al’An | You cannot be Surprised and creatures cannot gain TA against you from being Unseen. |
| Aspect: Heq | You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip. |
| Aspect: Leshy | 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 | Gain +6 to Smithing and Masonry checks. |
| Aspect: Sekh | 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 | 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 | 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 | 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 | Gain +6 to Vehicles* [water] and Navigation checks. |
Fear Resistance Stack
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Haunting Melody | At least +1 with any Instrument | When you attempt to Take a Rest, you can play a haunting melody to hold the worst effects of fear at bay.
Make a CHA/Instrument check. The DC is 10. If you succeed, you do not have to resolve your Fear before Taking a Rest. The DC increases by +2 for every consecutive day that you attempt to do this. |
Fear Resistance | Harker's |
| Haunting Melody II | Haunting Melody | When you use Haunting Melody, you may target a number of creatures equal to or less than your AWR. | Fear Resistance | Harker's |
| Haunting Melody III | Haunting Melody II | When you use Haunting Melody, if you beat the target DC by more than 5, each affected creature removes 1 Fear. | Fear Resistance | Harker's |
| Logic Prevails | Incompatibilities: Mind Over Matter | You may use INT to calculate your Fear Threshold, instead of SAN. | Fear Resistance | Harker's |
| Mind-Killer | When your Fear is in excess of your Fear Threshold, you gain the Iron Will and Steel Mind traits.
Iron Will: You are Immune to being Frightened or Shaken. Steel Mind: You are Immune to being Charmed or Enthralled. |
Fear Resistance | Harker's | |
| Mind Over Matter | Incompatibilities: Logic Prevails | You may use CHA to calculate your Fear Threshold, instead of SAN. | Fear Resistance | Harker's |
| Reassuring Presence | When you use an ability that causes you to ignore the Frightened condition to instead cancel Fear, if the ability would allow you to extend the benefit to one or more allies normally, you may cancel the Fear they would gain from the same source. | Fear Resistance | Harker's | |
| Unafraid | You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear 1 per Recoup. | Fear Resistance | Harker's | |
| Unafraid II | Unafraid | You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear as often as you could normally use those abilities. | Fear Resistance | Harker's |
| Unflappable Psyche | Repeatable. Your Fear Threshold increases by +2. | Fear Resistance, Repeatable | Harker's |
Monster Hunter Stack
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Concealed Weapon | Choose one weapon that you own that does not have the unwieldy tag. It gains the concealed tag. If you lose this weapon, you may choose a new weapon that you own after you Take a Rest. | Monster Hunter | Harker's | |
| Death Drop | When you would take falling damage and would land within 5 ft of another creature, you may make a special melee attack against that creature for 1 AP or 1 Reactive AP. Make a STR or DEX attack targeting their ANT. You have +1 TA on this attack, or +3 TA if the creature is unaware of you.
On a hit, you only take 1⁄2 your falling damage, and the target creature takes the other half. If you make one or more additional attacks against that creature on the same turn, you retain your TA for those attacks as well. |
Monster Hunter | Harker's | |
| Hair Trigger Instinct | When you would be hit by a trap effect, you may make a DEX, AWR, or LUCK check against the trap’s attack roll or DC. If your roll equals or exceeds the trap’s, then you escape the trap unaffected. (2/Recoup) | Monster Hunter | Harker's | |
| Holy Water | Divine 3 | By bestowing your holy energy into a contained amount of water not exceeding 1 gallon, you can create holy water.
The process of blessing this water takes 10 minutes and can be done during a Recoup. You can split the water into up to four separate containers. Any creature in possession of a container can douse themself or another creature as though administering a potion. A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes. |
Monster Hunter | Harker's |
| Cleansing Holy Water | Holy Water | A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, a creature gains 1d4 Shield HP, unless it is a creature with the fiend or undead tag, in which case it takes 1d10 radiant damage. | Monster Hunter | Harker's |
| Stake Crafter | When you Take a Rest, you may spend part of your time awake crafting stakes. These have the stats of dirks, daggers, or knives (your choice for each one), but they break on a crit fail or after they deal damage one time. You can craft a number of stakes equal to 1 + your INT.
If a stake crafted in this way hits a vampire, count it as a crit. This crit ignores DR. |
Monster Hunter | Harker's |
*Updated v1.2