Specialization Talents: Difference between revisions

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{| class="wikitable sortable"
{| class="wikitable sortable"
!Talent
!Talent
!PreReq
!Description
!Description
!Tags
!Tags
!Source
!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'''
|'''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.
|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''
|''Combat''
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|-
|-
|'''Bull Rush'''
|'''Bull Rush'''
|
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. '''Hit:''' Knock the creature Prone if it is no more than two Sizes larger than you.
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. '''Hit:''' Knock the creature Prone if it is no more than two Sizes larger than you.
|''Combat''
|''Combat''
|CRB
|CRB
|-
|'''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'''
|'''Exploitative'''
|
|You gain the ability to Exploit.
|You gain the ability to Exploit.


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|-
|-
|'''Giant Slayer'''
|'''Giant Slayer'''
|
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.
|''Combat''
|''Combat''
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|-
|-
|'''Gutter Fighter'''
|'''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.
|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''
|''Combat''
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|-
|-
|'''Opportunist'''
|'''Opportunist'''
|Exploitative
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.
|''Combat''
|''Combat''
|CRB
|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'''
|'''Trick Technique'''
|
|Gain +2 Sleight of Hand.
|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.
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX.
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!Tags
!Tags
!Source
!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'''
|'''Rend'''
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|Gain the Rend ability.
|Gain the Rend ability.


* '''Rend (END/Rest).''' When you make an attack with a two- handed melee weapon using STR, 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.
* '''Rend (END/Rest).''' When you make an attack with a two-handed melee weapon using STR, or with a hand-and-a-half weapon wielded with two hands, add double your STR to the damage roll, instead of only adding your STR.
|''Combat, Two-Handed Fighting''
|''Combat, Two-Handed Fighting''
|CRB
|CRB
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|-
|-
|'''Great Rend II'''
|'''Great Rend II'''
|Great Rend I, STR 8
|Great Rend, STR 8
|Great Rend becomes 2/Catch Breath.
|Great Rend becomes 2/Catch Breath.
|''Combat, Two-Handed Fighting''
|''Combat, Two-Handed Fighting''
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|Harker's
|Harker's
|-
|-
|'''Charmer'''
|'''Call in a Favor'''
|
|
|Gain the Charmer ability.
|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.


* '''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.
* '''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''
|''Command, Social''
|CRB
|MythCraft Enhanced
|-
|-
|'''Charmer II'''
|'''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
|Charmer becomes 2/Catch Breath.
|Charmer becomes 2/Catch Breath.
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|''Defense''
|''Defense''
|CRB
|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.
{| class="wikitable"
|+
!END
!Die
|-
|2
|1d4
|-
|3-5
|1d6
|-
|6-8
|1d8
|-
|9-11
|1d10
|-
|12
|1d12
|}
|''Defense''
|MythCraft Enhanced
|-
|-
|'''Hardy'''
|'''Hardy'''
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|-
|-
|'''Hardy II'''
|'''Hardy II'''
|Hardy, Level 10
|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.
|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''
|''Defense''
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|-
|-
|'''Hardy III'''
|'''Hardy III'''
|Hardy II, Level 15
|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 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.
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.
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|Your movement is no longer restricted by wearing heavy armor.
|Your movement is no longer restricted by wearing heavy armor.
|''Defense, Armor''
|''Defense, Armor''
|Harker's
|CRB
|-
|-
|'''Intuition'''
|'''Intuition'''
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|Your AR has no limit when you use this feature.
|Your AR has no limit when you use this feature.
|''Defense, Armor''
|''Defense, Armor''
|CRB
|Harker's
|-
|-
|'''Impulse'''
|'''Impulse'''
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|-
|-
|'''Unarmored Awareness IV'''
|'''Unarmored Awareness IV'''
|Unarmored Awareness III, Level 15
|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.
|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''
|''Defense, Armor''
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|'''Shield Siblings'''
|'''Shield Siblings'''
|Shield Training
|Shield Training
|While you are within 5 ft of another creature with the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.
|While you are within 5 ft of another creature that has the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.
|''Defense, Shield, Synergy''
|''Defense, Shield''
|CRB
|CRB
|-
|-
|'''Shield Wall'''
|'''Shield Wall'''
|Shield Siblings
|Shield Siblings
|While you are within 5 ft of another creature with this Talent and you are both wielding Tower Shields, you gain the following benefits.
|While you are within 5 ft of another creature that has the Shield Wall talent and you are both wielding tower shields, you gain the following benefits.


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


* If you are moving into a space that another creature occupies, you may make a special attack: STR vs FORT, adding your Shield Siblings AR bonus to your attack roll. '''Hit:''' That creature is pushed back 5 ft.
* '''Shield Shove.''' When moving only 5 ft, you may attempt to move into a space that another creature occupies and make a special STR attack against their FORT, adding your Shield Siblings AR bonus to your attack roll. On a hit, that creature is pushed back 5 ft.
 
|''Defense, Shield''
Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.
|''Defenses, Shield, Synergy''
|CRB
|CRB
|-
|-
|'''Shield Bash'''
|'''Shield Bash'''
|Shield Training
|Shield Training
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4 + STR damage.
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage.
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
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|'''Tower Shield Specialization'''
|'''Tower Shield Specialization'''
|Shield Training
|Shield Training
|You no longer suffer -5 ft speed while wielding a tower shield.
|You no longer suffer -5 ft speed while wielding a tower shield and when you move 5 ft, the creature standing directly behind you can move with you without expending AP.
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
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|'''Tower Shield Specialization II'''
|'''Tower Shield Specialization II'''
|Tower Shield Specialization
|Tower Shield Specialization
|You may spend 1 AP to move 5 ft once on your turn when your tower shield is Raised.
|The Cover granted to creatures directly behind you increases to Partial Cover (+2).
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
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|'''Tower Shield Specialization III'''
|'''Tower Shield Specialization III'''
|Tower Shield Specialization II
|Tower Shield Specialization II
|The Cover granted to creatures directly behind you increases to Cover 2, and when you move 5 ft, that creature can move with you without expending AP.
|The Cover granted to creatures directly behind you increases to Partial Cover (+3) and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Partial Cover (+1).
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
|-
|-
|'''Tower Shield Specialization IV'''
|'''Tower Shield Mastery'''
|Tower Shield Specialization III
|Tower Shield Specialization III
|The Cover granted to creatures directly behind you increases to Cover 3 and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Cover 1.
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft increases to Partial Cover (+2). You may now wield a tower shield with only one arm; however, when you make a melee attack, you only gain Partial Cover (+3) instead of Total Cover until the beginning of your next turn.
|''Defense, Shield''
|CRB
|-
|'''Tower Shield Mastery'''
|Tower Shield Specialization IV
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft gain Cover 2. You may now wield a tower shield with only one arm, however when you make a melee attack, you only gain Cover 3 instead of Total Cover until the beginning of your next turn.
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
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* '''Tonic:''' When a creature drinks this tonic, it regains 1d4 HP.
* '''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).
* '''Flame Vial:''' A creature can throw this vial as an improvised thrown weapon. If it hits, the target creature gains the Burning (1d4) condition.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
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|'''A Little Bit Of Soul'''
|'''A Little Bit Of Soul'''
|
|
|You gain +6 Skill Points that you can spend on any skills with the INT tag.
|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.
Additionally, when making a check with a skill that has the crafting or knowledge tag, and that is a skill you have Skill Points for, you may use your CHA instead of your INT for your Skill Check.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
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|'''Animal Whisperer'''
|'''Animal Whisperer'''
|
|
|Gain +3 in the Animal Handling skill.  
|Gain +3 Animal Handling.
(1/Rest) You gain the ability to calm agitated animals. By spending 3 AP, you may choose one Beast within 20 ft of you. Make an Animal Handling check against the creature’s WILL. If you succeed, then you Charm the creature and it will not harm you, though it will not go out of its way to help you.  
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''
|''Skill Specialization''
|CRB
|CRB
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|'''Arcanist Understudy'''
|'''Arcanist Understudy'''
|
|
|Gain +3 in the Arcana skill.  
|Gain +3 Arcana.
You learn one arcane cantrip of your choice. INT is your magic attribute for this cantrip. If you already know arcane magic through a different talent, use that magic attribute instead.
You learn one arcane cantrip of your choice. Use your magic attribute. If you do not have one, use INT.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|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'''
|'''Artist Aspirant'''
|<u>Incompatible</u>: Entertainer (Artist) background
|<u>Incompatible</u>: Entertainer (Artist) profession
|Gain +3 in the Art skill.  
|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.
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.
|''Skill Specialization''
|''Skill Specialization''
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|'''Artistic Apprentice'''
|'''Artistic Apprentice'''
|Artist Aspirant
|Artist Aspirant
|Gain the entry level of the Entertainer Profession. You must choose the Artist track instead of the Performer track.
|Gain one rank of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant talent.
This replaces your Artist Aspirant Talent.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
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|'''Astrologer'''
|'''Astrologer'''
|
|
|Gain +3 in the Astrology skill.  
|Gain +3 Astrology.
(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, when you roll a d20, you may choose to replace it with the number that you wrote down.  
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''
|''Skill Specialization''
|CRB
|CRB
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|'''Astronomer'''
|'''Astronomer'''
|
|
|Gain +3 in the Astronomy skill.  
|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).
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''
|''Skill Specialization''
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|'''Aware'''
|'''Aware'''
|
|
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills that use the AWR tag.
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the AWR tag.
|''Skill Specialization, Repeatable''
|''Skill Specialization, Repeatable''
|CRB
|CRB
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|'''Balanced'''
|'''Balanced'''
|
|
|Gain +3 in the Balancing skill.  
|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 DEX (Balancing) skill 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).
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''
|''Skill Specialization''
|CRB
|CRB
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|'''Biologist'''
|'''Biologist'''
|
|
|Gain +3 in the Biology skill.  
|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.
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''
|''Skill Specialization''
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|'''Brewer'''
|'''Brewer'''
|
|
|Gain +3 in the Brewing skill.  
|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.
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''
|''Skill Specialization''
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|'''Brewing Expert'''
|'''Brewing Expert'''
|Brewer
|Brewer
|Gain +3 in the Brewing skill.  
|Gain +3 Brewing.
You can now produce three servings of your beverage when you use your Brewer feature.
You can now produce three servings of your beverage when you use your Brewer feature.
|''Skill Specialization''
|''Skill Specialization''
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|'''By Feel, Not Measure'''
|'''By Feel, Not Measure'''
|
|
|You gain +6 Skill Points that you can assign to any skills with the INT tag.
|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.
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''
|''Skill Specialization''
|CRB
|CRB
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|'''Calligrapher'''
|'''Calligrapher'''
|
|
|Gain +3 in the Calligraphy skill.  
|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.
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''
|''Skill Specialization''
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|'''Careful Appraiser'''
|'''Careful Appraiser'''
|
|
|Gain +3 in the Appraising skill.  
|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.
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''
|''Skill Specialization''
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|'''Carpenter'''
|'''Carpenter'''
|
|
|Gain +3 in the Carpentry skill.  
|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<sup>2</sup>.
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''
|''Skill Specialization''
|CRB
|CRB
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|'''Cartographer'''
|'''Cartographer'''
|
|
|Gain +3 in the Cartography skill.  
|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.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,019: Line 1,107:
|'''Charismatic'''
|'''Charismatic'''
|
|
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills that use the CHA tag.
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the CHA tag.
|''Skill Specialization, Repeatable''
|''Skill Specialization, Repeatable''
|CRB
|CRB
Line 1,025: Line 1,113:
|'''Chef'''
|'''Chef'''
|
|
|Gain +3 in the Cooking skill.  
|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.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,032: Line 1,120:
|'''Chemist'''
|'''Chemist'''
|
|
|Gain +3 in the Chemistry skill.  
|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 skill check against that creature’s FORT. If you hit, they become Sickened for 1 hour.
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.
Any magic that reveals poison reveals this tampering.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
Line 1,041: Line 1,129:
|'''Climber'''
|'''Climber'''
|
|
|Gain +3 in the Athletics skill.  
|Gain +3 Athletics.
(1/Rest) You may give yourself a climb speed equal to your walking speed for 1 minute.
Gain the Climber ability.
 
* '''Climber (1/Rest).''' You gain a climb speed equal to your walking speed for 1 minute.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
Line 1,048: Line 1,138:
|'''Cobbler'''
|'''Cobbler'''
|
|
|Gain +3 in the Cobbling skill.  
|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 a +3 bonus to the Forced March skill.
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''
|''Skill Specialization''
|CRB
|CRB
|-
|-
|'''Cobbling Master'''
|'''Cobbling Mastery'''
|Cobbler
|Cobbler
|Each time you Take a Rest, you may patch three pairs of shoes. For the next 24 hours, whoever wears those shoes gains a +3 bonus to the Forced March skill.
|You may now patch three pairs of shoes each time you Take a Rest.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
Line 1,061: Line 1,151:
|'''Contortionist'''
|'''Contortionist'''
|
|
|Gain +3 in the Contorting skill.  
|Gain +3 Contorting.
Moving through spaces that would require you to Squeeze costs no additional movement.
Moving through spaces that would require you to squeeze costs no additional movement.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|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'''
|'''Crafter'''
|
|
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the Crafting tag.
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag.
|''Skill Specialization, Repeatable''
|''Skill Specialization, Repeatable''
|CRB
|CRB
Line 1,088: Line 1,186:
|'''Dancer'''
|'''Dancer'''
|
|
|Gain +3 in the Dancing skill.  
|Gain +3 Dancing.
Your REF increases by +1.
Gain +1 REF.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
Line 1,095: Line 1,193:
|'''Deckhand'''
|'''Deckhand'''
|
|
|Gain +3 in the Vehicles* (Water) skill.  
|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.
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''
|''Skill Specialization''
Line 1,118: Line 1,216:
|'''Dextrous'''
|'''Dextrous'''
|
|
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills that use the DEX tag.
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the DEX tag.
|''Skill Specialization, Repeatable''
|''Skill Specialization, Repeatable''
|CRB
|CRB
Line 1,124: Line 1,222:
|'''Disguise Artist'''
|'''Disguise Artist'''
|
|
|Gain +3 in the Disguising skill.  
|Gain +3 Disguising.
You no longer need a disguise kit to make a Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Distance Runner'''
|
|
|Gain +3 in the Distance Running skill.  
|Gain +3 Distance Running.
You can run a number of miles equal to your END x 2 (min. 2 miles) at a steady pace before needing to make Distance Running checks.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,138: Line 1,244:
|'''Double Time'''
|'''Double Time'''
|
|
|Gain +3 in the Forced March skill.  
|Gain +3 Forced March.
When marching at a normal pace, you can travel 150% the previous distance before needing to make Fatigue rolls.
When marching at a normal pace, you can travel 150% the typical distance before needing to make Fatigue rolls.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
Line 1,145: Line 1,251:
|'''Driver'''
|'''Driver'''
|
|
|Gain +3 in the Vehicles* (Land) skill.  
|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.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,152: Line 1,260:
|'''Dungeoneer'''
|'''Dungeoneer'''
|
|
|Gain +3 in the Dungeoneering skill.  
|Gain +3 Dungeoneering.
Your ANT increases by +1.
Gain +1 ANT.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
Line 1,159: Line 1,267:
|'''Eavesdropper'''
|'''Eavesdropper'''
|
|
|Gain +3 in the Eavesdropping skill.
|Gain +3 Eavesdropping.
(1/Rest) When you make an Eavesdropping check, you may roll 2d20 and use the higher.
Gain the Eavesdropper ability.
 
* '''Eavesdropper (1/Recoup).''' When you make an Eavesdropping check, you may roll 2d20 and take the higher.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
Line 1,166: Line 1,276:
|'''Economist'''
|'''Economist'''
|
|
|Gain +3 in the Economics skill.  
|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.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,173: Line 1,283:
|'''Empathetic'''
|'''Empathetic'''
|
|
|Gain +3 in the Empathy skill.  
|Gain +3 Empathy.
Once 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. If you succeed, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Enduring'''
|
|
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills that use the END tag.
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the END tag.
|''Skill Specialization, Repeatable''
|''Skill Specialization, Repeatable''
|CRB
|CRB
Line 1,186: Line 1,304:
|'''Engineer'''
|'''Engineer'''
|
|
|Gain +3 in the Engineering skill.  
|Gain +3 Engineering.
You can consult on building repairs to earn 10 sc per week while in an urban area.
You can consult on building repairs to earn 10 sc per week while in an urban area.
|''Skill Specialization''
|''Skill Specialization''
Line 1,193: Line 1,311:
|'''Entertainer Aspirant'''
|'''Entertainer Aspirant'''
|
|
|Gain +3 in the Entertaining skill.  
|Gain +3 Entertaining.
When in an inn or tavern, you can perform in exchange for free room and board.
When in an inn or tavern, you can perform in exchange for free room and board.
|''Skill Specialization''
|''Skill Specialization''
Line 1,200: Line 1,318:
|'''Entertainer'''
|'''Entertainer'''
|Entertainer Aspirant or Musician
|Entertainer Aspirant or Musician
|Gain the entry level of the Entertainer Profession. You must choose the Performer track instead of the Artist track. This replaces your Entertainer Aspirant Talent.
|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''
|''Skill Specialization''
|CRB
|CRB
Line 1,206: Line 1,325:
|'''Evader'''
|'''Evader'''
|
|
|Gain +3 in the Evading skill.  
|Gain +3 Evading.
(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.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Forager'''
|
|
|Gain +3 in the Foraging skill.  
|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.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,220: Line 1,349:
|'''Forceful'''
|'''Forceful'''
|
|
|Gain +3 in the Applied Force skill.  
|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 an Applied Force check, treat any d20 roll of 1-9 as if it were a 10.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,227: Line 1,356:
|'''Forgery'''
|'''Forgery'''
|
|
|Gain +3 in the Forging skill.  
|Gain +3 Forging.
(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.  
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,234: Line 1,365:
|'''Fortuitous'''
|'''Fortuitous'''
|
|
|Gain +3 in the Fortuity skill.  
|Gain +3 Fortuity.
When making a Fortuity skill check, your crit range increases by 3 (e.g., from 20 to 17-20). The maximum crit range is still 16-20.
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''
|''Skill Specialization''
|CRB
|CRB
|-
|-
|'''Geographer'''
|'''Gentried Title'''
|
|
|Gain +3 in the Geography skill.  
|''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.
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''
|''Skill Specialization''
Line 1,248: Line 1,391:
|'''Glassblower'''
|'''Glassblower'''
|
|
|Gain +3 in the Glass Blowing skill.  
|Gain +3 Glass Blowing.
(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 a flute on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Gossiper'''
|
|
|Gain +3 in the Gossiping skill.  
|Gain +3 Gossiping.
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. If you hit, they lose 1 Goodwill. You can only do this 1/Rest, and can only target the same creature 1/Week.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,262: Line 1,424:
|'''Historian'''
|'''Historian'''
|
|
|Gain +3 in the History skill.  
|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.
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified.
|''Skill Specialization''
|''Skill Specialization''
Line 1,273: Line 1,435:
|CRB
|CRB
|-
|-
|'''Intelligent'''
|'''Intelligence'''
|
|
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills that use the INT tag.
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the INT tag.
|''Skill Specialization, Repeatable''
|''Skill Specialization, Repeatable''
|CRB
|CRB
Line 1,281: Line 1,443:
|'''Intimidator'''
|'''Intimidator'''
|
|
|Gain +3 in the Intimidating skill.  
|Gain +3 Intimidating.
(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. If you succeed, then you know exactly how to get under their skin. Roll 2d20 and use the higher when you make your Intimidating roll.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,288: Line 1,452:
|'''Intuitive'''
|'''Intuitive'''
|
|
|Gain +3 in the Intuiting skill.  
|Gain +3 Intuiting.
(1/Rest) Your intuition extends beyond living people to intellectual fields as well. When you would make an INT roll, you can add your Intuiting bonus.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,295: Line 1,461:
|'''Investigator'''
|'''Investigator'''
|
|
|Gain +3 in the Investigating skill.  
|Gain +3 Investigating.
(1/Rest) When making an Investigating check, you can add your Fortuity on top of your 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''
|''Skill Specialization''
|CRB
|CRB
Line 1,302: Line 1,470:
|'''Jack Of All Trades'''
|'''Jack Of All Trades'''
|
|
|Gain +3 in the Savoir Faire skill.  
|Gain +3 Savoir Faire.
(1/Rest) You can present yourself to another character as though you have 1 professional rank in any occupation of your choice. This deception is nonmagical and lasts for 1 hour.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,309: Line 1,479:
|'''Jeweler'''
|'''Jeweler'''
|
|
|Gain +3 in the Jeweling skill.  
|Gain +3 Jeweling.
(1/Rest) You can produce a work of semiprecious jewelry, provided that you have some form of mineral. Make a Jeweling roll. You can sell your jewelry for that many sc.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,316: Line 1,488:
|'''Jewelry Expert'''
|'''Jewelry Expert'''
|Jeweler, at least 3 Professional Ranks
|Jeweler, at least 3 Professional Ranks
|Gain +3 in the Jeweling skill.  
|Gain +3 Jeweling.
(1/Month) You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling roll. You can sell your jewelry for that many dc.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Knowledgeable'''
Line 1,329: Line 1,511:
|'''Lawyer'''
|'''Lawyer'''
|
|
|Gain +3 in the Law skill.  
|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 community Goodwill by +1 at the end of each month.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,336: Line 1,518:
|'''Leader'''
|'''Leader'''
|
|
|Gain +3 in the Leadership skill.  
|Gain +3 Leadership.
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.
|''Skill Specialization''
|''Skill Specialization''
Line 1,343: Line 1,525:
|'''Lean-To'''
|'''Lean-To'''
|
|
|Gain +3 in the Sheltering skill.  
|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 a +2 bonus on END checks made to resist extreme [[weather]].
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,350: Line 1,532:
|'''Leatherworker'''
|'''Leatherworker'''
|
|
|Gain +3 in the Leatherworking skill.  
|Gain +3 Leatherworking.
(1/Week) You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking roll. You can sell your goods for that many sc.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Lockpicker'''
|
|
|Gain +3 in the Lockpicking skill.
|Gain +3 Lockpicking.
(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.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Lucky'''
Line 1,370: Line 1,576:
|'''Mason'''
|'''Mason'''
|
|
|Gain +3 in the Masonry skill.  
|Gain +3 Masonry.
(1/Week) You can produce a nice stone good provided that you have some form of stone to work with. Make a Masonry roll. You can sell your goods for that many sc.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,377: Line 1,585:
|'''Medic'''
|'''Medic'''
|
|
|Gain +3 in the Medicine skill.  
|Gain +3 Medicine.
(1/Rest) When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,384: Line 1,594:
|'''Menace'''
|'''Menace'''
|
|
|Gain +3 in the Menacing skill.  
|Gain +3 Menacing.
(1/Rest) When you menace someone, you may first display your strength to show that you mean business. Make a STR/Applied Force check vs the creature’s WILL. If you hit, then you can roll 2d20 for your Menacing check, keeping the higher.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,391: Line 1,603:
|'''Musician'''
|'''Musician'''
|
|
|Gain +3 in the Instrument [your choice] skill.
|Gain +3 Instrument [your choice].
When in an inn or tavern, you can perform in exchange for free room and board.
When in an inn or tavern, you can perform in exchange for free room and board.
|''Skill Specialization''
|''Skill Specialization''
Line 1,398: Line 1,610:
|'''Naturalist'''
|'''Naturalist'''
|
|
|Gain +3 in the Nature skill.  
|Gain +3 Nature.
(1/Week) If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,405: Line 1,619:
|'''Navigator'''
|'''Navigator'''
|
|
|Gain +3 in the Navigating skill.  
|Gain +3 Navigating.
So long as you can see a natural landmark, you cannot become lost, except by magical means.
So long as you can see a natural landmark, you cannot become lost, except by magical means.
|''Skill Specialization''
|''Skill Specialization''
Line 1,418: Line 1,632:
|'''Officer'''
|'''Officer'''
|
|
|Gain +3 in the Military skill.  
|Gain +3 Military.
You know how to speak with military officials. You can request an audience with any military officer who has professional ranks in the militant occupation and they will meet with you within 24 hours of your request.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,425: Line 1,641:
|'''Painter'''
|'''Painter'''
|
|
|Gain +3 in the Painting skill.  
|Gain +3 Painting.
(1/Week) You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting roll. You can sell your goods for that many sc.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Perceptive'''
|
|
|Gain +3 in the Perceiving skill.  
|Gain +3 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.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,445: Line 1,679:
|'''Persuasive'''
|'''Persuasive'''
|
|
|Gain +3 in the Persuading skill.  
|Gain +3 Persuading.
(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.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Pickpocket'''
|
|
|Gain +3 in the Sleight of Hand skill.  
|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.
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''
|''Skill Specialization''
Line 1,491: Line 1,744:
|'''Politician'''
|'''Politician'''
|
|
|Gain +3 in the Politics [choose region] skill.  
|Gain +3 Politics of [choose region].
(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.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,498: Line 1,753:
|'''Potter'''
|'''Potter'''
|
|
|Gain +3 in the Pottery skill.  
|Gain +3 Pottery.
(1/Week) You can produce some pottery provided that you have some form of clay to work with. Make a Pottery roll. You can sell your goods for that many sc.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,505: Line 1,762:
|'''Powerlifter'''
|'''Powerlifter'''
|
|
|Gain +3 in the Athletics skill.  
|Gain +3 Athletics.
You can carry two additional Unwieldy items without being encumbered.
You can carry +2 unwieldy items without being encumbered.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|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'''
|'''Practice Makes Perfect'''
|
|
|You gain +6 Skill Points you can spend on any skills with the INT tag.  
|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.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Religious'''
|
|
|Gain +3 in the Religion skill, choosing which religion.  
|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).
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''
|''Skill Specialization''
Line 1,526: Line 1,803:
|'''Scavenger'''
|'''Scavenger'''
|
|
|Gain +3 in the Scavenging skill.
|Gain +3 Scavenging.
(1/Rest) When you fail a Scavenging check, you may instead treat it as the lowest tier of success.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,533: Line 1,812:
|'''Smith'''
|'''Smith'''
|
|
|Gain +3 in the Smithing skill.  
|Gain +3 Smithing.
(1/Week) 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.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,540: Line 1,821:
|'''Sneak'''
|'''Sneak'''
|
|
|Gain +3 in the Sneaking skill.  
|Gain +3 Sneaking.
(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.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,547: Line 1,830:
|'''Sprinter'''
|'''Sprinter'''
|
|
|Gain +3 in the Sprinting skill.  
|Gain +3 in the Sprinting skill.
(1/Rest) When you roll Initiative, you can give yourself +5 ft speed when you spend AP to move. This lasts for the duration of the fight.
Gain the Sprinter ability.
 
* '''Sprinter (1/Rest).''' Move up to your speed for 0 AP.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|CRB
Line 1,560: Line 1,845:
|'''Strong'''
|'''Strong'''
|
|
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills that use the STR tag.
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the STR tag.
|''Skill Specialization, Repeatable''
|''Skill Specialization, Repeatable''
|CRB
|CRB
Line 1,578: Line 1,863:
|'''Swimmer'''
|'''Swimmer'''
|
|
|Gain +3 in the Athletics skill.  
|Gain +3 Athletics.
(1/Rest) You may give yourself a swim speed equal to your walking speed for 1 minute.
Gain the Swimmer ability.
 
* '''Swimmer (1/Rest).''' Gain a swim speed equal to your walking speed for 1 minute.
|''Skill Specialization''
|''Skill Specialization''
|CRB
|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'''
|'''Tracker'''
|
|
|Gain +3 in the Tracking skill.  
|Gain +3 Tracking.
(1/Rest) When you fail a Tracking skill check, you may count it as the lowest tier of successful.
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''
|''Skill Specialization''
|CRB
|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'''
|'''Tumbler'''
|
|
|Gain +3 in the Tumbling skill.  
|Gain +3 Tumbling.
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.
|''Skill Specialization''
|''Skill Specialization''
Line 1,605: Line 1,924:
|'''Weaver'''
|'''Weaver'''
|
|
|Gain +3 in the Weaving skill.  
|Gain +3 Weaving.
(1/Week) You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving roll. You can sell your goods for that many sc.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,612: Line 1,933:
|'''Whittler'''
|'''Whittler'''
|
|
|Gain +3 in the Woodcarving skill.
|Gain +3 Woodcarving.
(1/Week) You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving roll. You can sell your goods for that many sc.
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''
|''Skill Specialization''
|CRB
|CRB
Line 1,631: Line 1,954:
|'''Animal Companion'''
|'''Animal Companion'''
|
|
|You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”
|Gain +2 Animal Handling and +2 Nature.
You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”
|''Misc Specialization''
|''Misc Specialization''
|CRB
|CRB
Line 1,637: Line 1,961:
|'''Family Heirloom'''
|'''Family Heirloom'''
|Must be Character Level 1 (cannot take at higher levels)
|Must be Character Level 1 (cannot take at higher levels)
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting gold.
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting silver.
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to hit with this weapon at levels 1, 10, 20, and 30.
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to attack rolls with this weapon at levels 1, 10, 20, and 30.
|''Misc Specialization''
|''Misc Specialization''
|CRB
|CRB
Line 1,647: Line 1,971:
|''Misc Specialization''
|''Misc Specialization''
|Harker's
|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'''
|'''Last Effort'''
Line 1,654: Line 1,984:
|''Misc Specialization''
|''Misc Specialization''
|Harker's
|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
|}
|}


Line 1,666: Line 2,002:
|'''Primal Aspect'''
|'''Primal Aspect'''
|Access to Primal Aspects
|Access to Primal Aspects
|''Repeatable.'' Learn a Primal Aspect from the ''Primal Aspect'' Table. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you complete a Rest.
|''Repeatable.'' Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.
|''Primal Aspect, Repeatable''
|''Primal Aspect, Repeatable''
|-
|-
|'''Primal Aspect Focus'''
|'''Primal Aspect Focus'''
|At least 2 Primal Aspects
|At least 2 Primal Aspects
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in Initiative, and by spending 1 AP when you are in Initiative.  
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in combat, and by spending 1 AP when you are in combat.
If you know more than 2 Aspects, you can choose which 2 are available to switch between upon Taking a Rest.
If you know more than two Aspects, you can choose which two are available to switch between upon Taking a Rest.
 
If you have transferred an Aspect to an ally, it is unavailable to you.
|''Primal Aspect''
|''Primal Aspect''
|-
|-
|'''Primal Aspect Focus II'''
|'''Primal Aspect Focus II'''
|Primal Aspect Focus
|Primal Aspect Focus
|You can switch between any of your Primal Aspects, even if you know more than 2, using your Aspect Focus.
|You can switch between any of your Primal Aspects, even if you know more than two, using your Aspect Focus.
|''Primal Aspect''
|''Primal Aspect''
|-
|-
|'''Primal Aspect Focus III'''
|'''Primal Aspect Focus III'''
|Primal Aspect Focus II, Character Level 10
|Primal Aspect Focus II, Character Level 10
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during Initiative.
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.
|''Primal Aspect''
|''Primal Aspect''
|-
|-
|'''Primal Aspect Focus IV'''
|'''Primal Aspect Focus IV'''
|Primal Aspect Focus III, Character Level 15
|Primal Aspect Focus III, Character Level 15
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during Initiative.
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.
|''Primal Aspect''
|''Primal Aspect''
|-
|-
|'''Primal Aspect Transference'''
|'''Primal Aspect Transference'''
|Primal Aspect Focus
|Primal Aspect Focus
|(1/Rest) Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes.
|Gain the Primal Aspect Transference ability.
 
* '''Primal Aspect Transference (1/Rest).''' Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes.
 
While an Aspect is transferred to an ally, it is unavailable for you to switch to.
|''Primal Aspect''
|''Primal Aspect''
|-
|-
Line 1,709: Line 2,047:
|-
|-
|'''Aspect: A’rl’ng'''
|'''Aspect: A’rl’ng'''
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn.
|You may spend 1 AP to magically double all movement you take for this turn. '''(1/Catch Breath)'''
|-
|-
|'''Aspect: Al’An'''
|'''Aspect: Al’An'''
Line 1,715: Line 2,053:
|-
|-
|'''Aspect: Heq'''
|'''Aspect: Heq'''
|You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.
|-
|-
|'''Aspect: Leshy'''
|'''Aspect: Leshy'''
|You can always find food and shelter in the wild for yourself and 6 other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all Survival and Observation checks made to find food and shelter.
|You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter.
|-
|-
|'''Aspect: Porov'''
|'''Aspect: Porov'''
Line 1,724: Line 2,062:
|-
|-
|'''Aspect: Sekh'''
|'''Aspect: Sekh'''
|1 AP: You can leap 10 ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall Prone.
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.
|-
|-
|'''Aspect: Stoll'''
|'''Aspect: Stoll'''
|(1/Catch Breath) Commune with the body of a deceased, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words.  
|Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. '''(1/Catch Breath)'''
|-
|-
|'''Aspect: Tamat'''
|'''Aspect: Tamat'''
|(1/Recoup) For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and Function of that magical effect.
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. '''(1/Recoup)'''
|-
|-
|'''Aspect: Vele'''
|'''Aspect: Vele'''
|(1/Catch Breath) 1 AP: Creatures within 5 ft of you gain Shield HP equal to your Character Level. While they have this Shield HP, attacks against them have TD.  
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. '''(1/Catch Breath)'''
|-
|-
|'''Aspect: Woden'''
|'''Aspect: Woden'''
|Gain +6 to Vehicle* [water] and Navigation checks.
|Gain +6 to Vehicles* [water] and Navigation checks.
|}
|}


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|Harker's
|Harker's
|}
|}
''*Updated v1.2''