Specialization Talents

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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.
  • Adrenaline Rush (1/Rest). Reduce the APC of your melee weapon attacks by 1 (min 2) for 1 minute.
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.
  • 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:

  • Moves out of your melee weapon's reach
  • Administers a potion (themselves or feeding it to another creature.)
  • Makes a ranged attack while within your melee weapon's reach
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.
  • Ready Up (1/Round). You may spend the AP you would normally spend to make a weapon attack or use an ability, but choose not to complete the attack or ability. Instead, specify a triggering event, such as “A hostile creature moves within my line of sight” or “My ally moves within 5 ft of me.” Once the triggering event occurs before the start of your next turn, immediately complete the action that you spent AP to do.

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.
  • 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 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.
  • 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

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.
  • Scrabbling Frenzy (2/Rest). The APC of improvised weapons is reduced by 1 (min 1) for the next 30 seconds.
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.
  • Bristle (1/Round). When a creature moves into reach of your weapon, you may attack it reactively by spending AP equal to the weapon’s normal APC.
Combat, Two-Handed Fighting MythCraft Enhanced
Rend STR 2 Gain the Rend ability.
  • 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 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.
  • 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 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.

  • Call in a Favor. While in a populated area, you may choose to lose 1 Goodwill in a social facet of your choice. In return, you gain a small favor granted by an NPC affiliated with the related social facet. The exact nature of the favor is up to the MC, though suggestions are on the following list.
    • Automatically succeed a CHA/Persuading check.
    • Get a mundane item for free or at a tangible discount.
    • Find a place to stay for the night, away from prying eyes and ears.
    • Earn an audience with a prominent politician… though you may still have to wait a few days before they see you.
    • Get exonerated for a misdemeanor.
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.
  • 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 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.
  • 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 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.
END Die
2 1d4
3-5 1d6
6-8 1d8
9-11 1d10
12 1d12
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.
  • Unarmored Awareness (1/Catch Breath). You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 when you are making an AWR check or when your ANT is being attacked. This bonus lasts until the beginning of your next turn.
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.

  • Barrel Roll (1/Round). When a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space.
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.

  • Raise. Spend 1 AP to raise your shield, gaining +3 to your AR and physical defenses until the beginning of your next turn. This automatically ends your turn.
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.

  • Practiced Block (1/Catch Breath). The first time you use your Raise ability after rolling Initiative, it costs 0 AP.
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.
  • 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.
  • 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.
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.

  • Tonic: When a creature drinks this tonic, it regains 1d4 HP.
  • Flame Vial: A creature can throw this vial as an improvised thrown weapon. On a hit, the target creature gains Burning (1d4).
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.

  • Animal Whisperer (1/Rest). For 3 AP, you may choose one creature with the beast tag within 20 ft of you. Make an Animal Handling check against the creature’s WILL. On a success, the creature is Charmed for 4 hours and it will not harm you, though it will not go out of its way to help you.
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.

  • Astrologer (1/Rest). When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, you may replace one d20 roll with the number that you wrote down.
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.

  • Climber (1/Rest). You gain a climb speed equal to your walking speed for 1 minute.
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.
  • Coordinated Effort (1/Round). When an ally makes a weapon attack against a hostile creature within 5 ft of you, you may spend Reactive AP to make a melee attack against that creature. The amount of Reactive AP that this costs you equals your weapon’s normal APC -1 (min 1).
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:

  • Its STR, DEX, and END.
  • Its AWR, INT, and CHA.
  • Its AR.
  • Its max HP.
  • Whether it can cast any magic, and if so, which sources.
  • Which stats it uses for its attacks.
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:

  • Its STR, DEX, and END.
  • Its AWR, INT, and CHA.
  • Its AR.
  • Its Resist and Immune stats.
  • Its Vulnerable stats.
  • Its DR and DT stats.
  • Whether it can cast any magic, and if so, which sources.
  • Which stats it uses for its attacks.
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.
  • Display of Willpower (CHA/Rest). You may spend 1 AP to become Rallied until the start of your next turn. If you were already suffering from the Demoralized, Frightened, or Shaken conditions, they are suppressed until the start of your next turn.
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.

  • Eavesdropper (1/Recoup). When you make an Eavesdropping check, you may roll 2d20 and take the higher.
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.

  • Empathetic (1/Rest). When you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. On a success, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.
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.

  • Evader (2/Rest). When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether.
Skill Specialization CRB
Feat of Strength STR 2 Gain the Feat of Strength ability.
  • Feat of Strength (1/Recoup). When you make a STR attribute check, you may double your STR bonus.
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.

  • Forgery (1/Rest). If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sc you spend, add +1 to your Forging check.
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.
  • Crafting: Alchemy*, Calligraphy*, Cartography*, Painting*, Weaving*, Woodcarving*
  • Influence: Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading
  • Knowledge: Arcana, Art, Astrology, Astronomy, Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] Religion [choose one]
  • Observation: Appraising, Eavesdropping, Intuiting, Investigating, Perceiving
  • Performance: Dancing, Entertaining, Instrument* [choose one], Savoir Faire
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.

  • Glassblower (1/Week). You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make custom glassware on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate.
Skill Specialization CRB
Go-Getter Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
  • Crafting: Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*
  • Influence: Deceiving, Empathy, Gossiping, Persuading
  • Knowledge: Art, Economics, History, Law, Politics of [choose region]
  • Luck: Fortuity
  • Observation: Appraising, Eavesdropping, Intuiting, Perceiving
  • Performance: Entertaining, Instrument* [choose one], Savoir Faire

Subterfuge: Forging*, Sleight of Hand

Skill Specialization, Repeatable MythCraft Enhanced
Gossiper Gain +3 Gossiping.

Gain the Gossiper ability.

  • Gossiper (1/Rest). You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossiping check against a DC equal to 15 + that creature’s CHA. On a success, they lose 1 Goodwill. You can only target the same creature once a week.
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.

  • Intimidator (1/Rest). Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. On a success, then you know exactly how to get under their skin. Roll 2d20 and take the higher when you make your Intimidating check. On a failure, you do not expend the use of this ability.
Skill Specialization CRB
Intuitive Gain +3 Intuiting.

Gain the Intuitive ability.

  • Intuitive (1/Recoup). Your intuition extends beyond living people to intellectual fields as well. When you would make an INT check, you can add your Intuiting bonus.
Skill Specialization CRB
Investigator Gain +3 Investigating.

Gain the Investigator ability.

  • Investigator (1/Recoup). When making an Investigating check, you can add your LUCK/Fortuity on top of your Investigating.
Skill Specialization CRB
Jack Of All Trades Gain +3 Savoir Faire.

Gain the Jack of All Trades ability.

  • Jack of All Trades (2/Rest). You can present yourself to another character as though you have 1 professional rank in any profession of your choice. This deception is nonmagical and lasts for 1 hour.
Skill Specialization CRB
Jeweler Gain +3 Jeweling.

Gain the Jeweler ability.

  • Jeweler (1/Rest). You can produce a work of semiprecious jewelry, provided that you have some form of mineral. Make a Jeweling check. You can sell your jewelry for that many sc.
Skill Specialization CRB
Jewelry Expert Jeweler, at least 3 Professional Ranks Gain +3 Jeweling.

Gain the Jewelry Expert ability.

  • Jewelry Expert (1/Month). You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling check. You can sell your jewelry for that many dc.
Skill Specialization CRB
Keen Anticipation AWR 2 Gain the Keen Anticipation ability.
  • Keen Anticipation (1/Rest). When you would be Completely Surprised, you are instead Partially Surprised.
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.

  • Leatherworker (1/Week). You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking check. You can sell your goods for that many sc.
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.

  • Lockpicker (1/Rest). When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools.
Skill Specialization CRB
Logical Conclusion INT 2 Gain the Logical Conclusion ability.
  • Logical Conclusion (INT/Rest). When you are Charmed or Frightened by a creature, you may spend 2 AP on your turn to make an INT attribute check vs the LOG of the creature that imposed the condition on you. On a hit, you remove the condition.
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.

  • Mason (1/Week). You can produce a nice piece of stonework provided that you have some form of stone to work with. Make a Masonry check. You can sell your goods for that many sc.
Skill Specialization CRB
Medic Gain +3 Medicine.

Gain the Medic ability.

  • Medic (1/Rest). When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP.
Skill Specialization CRB
Menace Gain +3 Menacing.

Gain the Menace ability.

  • Menace (1/Rest). When you menace someone, you may first display your strength to show that you mean business. Make a STR/Applied Force check against the creature’s WILL. On a success, you can roll 2d20 for your Menacing check, taking the higher. On a failure, you do not expend the use of this 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.

  • Naturalist (2/Week). If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it.
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.

  • Officer (1/Week). You know how to speak with military officials. You can request an audience with any military officer who has professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.
Skill Specialization CRB
Painter Gain +3 Painting.

Gain the Painter ability.

  • Painter (1/Week). You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting check. You can sell your goods for that many sc.
Skill Specialization CRB
Part-Time Student Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
  • Crafting: Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*
  • Influence: Deceiving, Gossiping, Persuading
  • Knowledge: Arcana, Art, Astrology, Astronomy, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]
  • Observation: Appraising, Eavesdropping, Investigating
  • Performance: Dancing, Entertaining, Instrument* [choose one]
  • Subterfuge: Disguising*, Forging*
  • Survival: Animal Handling, Navigating*
Skill Specialization, Repeatable MythCraft Enhanced
Perceptive Gain +3 Perceiving.

Gain the Perceptive ability.

  • Perceiving (1/Rest). When you make a check with another skill that has the observation tag, you can add 1⁄2 your Perceiving as an additional bonus.
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.

  • Persuasive (1/Rest). You can cast the Charm Creature primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way.
Skill Specialization CRB
Petty Criminal Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
  • Acrobatics: Balancing, Contorting, Tumbling
  • Athleticism: Athletics, Sprinting
  • Crafting: Brewing*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*
  • Influence: Deceiving, Gossiping, Intimidating, Persuading
  • Knowledge: Art, Law, Politics of [choose region]
  • Luck: Fortuity, Scavenging
  • Observation: Appraising, Eavesdropping, Intuiting, Investigating, Perceiving
  • Performance: Entertaining, Savoir Faire
  • Subterfuge: Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand
  • Survival: Dungeoneering, Sneaking
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.

DC Effect
10 or less Shaken for 10 minutes
11-15 Shaken for 1 hour
16-20 Sickened for 10 minutes
21-25 Sickened for 1 hour
26-30 Sickened and Dazed for 10 minutes
31+ Sickened and Dazed for 1 hour
Skill Specialization Harker's
Politician Gain +3 Politics of [choose region].

Gain the Politician ability.

  • Politician (1/Week). You may leverage favors to secure a meeting with a noble or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.
Skill Specialization CRB
Potter Gain +3 Pottery.

Gain the Potter ability.

  • Potter (1/Week). You can produce some pottery provided that you have some form of clay to work with. Make a Pottery check. You can sell your goods for that many sc.
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.
  • Athletics: Applied Force, Athletics, Sprinting
  • Influence: Intimidating, Leadership
  • Knowledge: Geography, History, Medicine*, Military Vehicles* [land]
  • Luck: Fortuity, Scavenging
  • Stamina: Distance Running, Forced March, Menacing
  • Survival: Animal Handling, Dungeoneering, Navigating*, Sheltering
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.
  • Reflexive Dodge (DEX/Rest). When a creature hits your REF, you may spend 1 Reactive AP to make a DEX/Dancing check. Your REF becomes that number against that attack.
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.

  • Scavenger (1/Rest). When you fail a Scavenging check, you may instead treat it as the lowest tier of success.
Skill Specialization CRB
Smith Gain +3 Smithing.

Gain the Smith ability.

  • Smith (1/Rest). You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon or armor are still available, you can completely restore a weapon or armor set.
Skill Specialization CRB
Sneak Gain +3 Sneaking.

Gain the Sneak ability.

  • Sneak (1/Rest). If you are hidden or Concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or Concealed.
Skill Specialization CRB
Sprinter Gain +3 in the Sprinting skill.

Gain the Sprinter ability.

  • Sprinter (1/Rest). Move up to your speed for 0 AP.
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.

  • Swimmer (1/Rest). Gain a swim speed equal to your walking speed for 1 minute.
Skill Specialization CRB
Tentative Believer Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
  • Crafting: Alchemy*, Brewing*, Calligraphy*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*
  • Influence: Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading
  • Knowledge: Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one]
  • Luck: Fortuity
  • Observation: Intuiting, Perceiving
  • Performance: Entertaining, Instrument* [choose one], Savoir Faire
  • Stamina: Forced March
  • Survival: Animal Handling, Navigating*
Skill Specialization, Repeatable MythCraft Enhanced
Tracker Gain +3 Tracking.

Gain the Tracker ability.

  • Tracker (1/Rest). When you fail a Tracking check, you may count it as the lowest tier of success.
Skill Specialization CRB
Traveler Repeatable. Gain +6 Skill Points, which you may spend on skills from the following list.
  • Acrobatics: Balancing, Contorting
  • Athleticism: Applied Force, Athletics, Sprinting
  • Crafting: Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Weaving*, Woodcarving*
  • Knowledge: Astrology, Astronomy, Geography, Medicine*, Vehicles* [land]
  • Observation: Intuiting, Perceiving
  • Performance: Instrument* [choose one]
  • Stamina: Distance Running, Forced March
  • Survival: Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking
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.

  • Weaver (1/Week). You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving check. You can sell your goods for that many sc.
Skill Specialization CRB
Whittler Gain +3 Woodcarving.

Gain the Whittler ability.

  • Whittler (1/Week). You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving check. You can sell your goods for that many sc.
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.
  • 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 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