Specialization Talents: Difference between revisions

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|'''Hardy'''
|'''Hardy'''
|<u>Incompatible</u>: Meat Pile
|<u>Incompatible</u>: Meat Pile
|You gain additional HP equal to your Level. You may recalculate your 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 additional 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 x2). Additionally, each time you level up, gain +1 max HP.
|''Defense''
|''Defense''
|CRB
|CRB
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|'''Hardy II'''
|'''Hardy II'''
|Hardy, Level 10
|Hardy, Level 10
|You gain additional HP equal to your Level. You may recalculate your 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 additional 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''
|CRB
|CRB
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|'''Hardy III'''
|'''Hardy III'''
|Hardy II, Level 15
|Hardy II, Level 15
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level) d(X)+(Level x4). You suffer no negative effects from Fatigue for the first day you are Fatigued (allowing you to remove Death Points normally). This ability resets when your fatigue is removed. Additionally, each time you level up, gain +1 additional 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.
|''Defense''
|''Defense''
|CRB
|CRB
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|'''Meat Pile'''
|'''Meat Pile'''
|<u>Incompatible</u>: Hardy
|<u>Incompatible</u>: Hardy
|You gain -2 REF, and gain HP equal to your Level. Your HP die size becomes 1d20 and you can recalculate your HP following this modified formula: 10+(Level)d20+(Level x2). However, your AR and physical defenses can never exceed 11. You must roll for your HP when you have this talent.
|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''
|''Defense''
|CRB
|CRB
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|'''Evasive'''
|'''Evasive'''
|<u>Incompatible</u>: Lucky Placement, Impulse, Tough, Intuition
|<u>Incompatible</u>: Lucky Placement, Impulse, Tough, Intuition
|If you are not wearing armor, you may use your REF in place of your AR, but your AR cannot exceed 14 when you do.
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 14).
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Evasive II'''
|'''Evasive II'''
|Evasive
|Evasive
|Your AR cannot exceed 18 when you use this feature.
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 18).
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Evasive III'''
|'''Evasive III'''
|Evasive II
|Evasive II
|Your AR has no limit when you use this feature.
|If you are not wearing armor and an attack targets your AR, you may have it target your REF.
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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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''
|CRB
|Harker's
|-
|-
|'''Intuition'''
|'''Intuition'''
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|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.
|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.
|''Defense, Armor''
|''Defense, Armor''
|CRB
|Harker's
|-
|-
|'''Intuition II'''
|'''Intuition II'''
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|Your AR cannot exceed 18 when you use this feature.
|Your AR cannot exceed 18 when you use this feature.
|''Defense, Armor''
|''Defense, Armor''
|CRB
|Harker's
|-
|-
|'''Intuition III'''
|'''Intuition III'''
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|'''Impulse'''
|'''Impulse'''
|<u>Incompatible</u>: Evasive, Tough, Intuition
|<u>Incompatible</u>: Evasive, Tough, Intuition
|If you are not wearing armor, you may use your ANT in place of your AR, but your AR cannot exceed 14 when you do.
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 14).
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Impulse II'''
|'''Impulse II'''
|Impulse
|Impulse
|Your AR cannot exceed 18 when you use this feature.
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 18).
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Impulse III'''
|'''Impulse III'''
|Impulse II
|Impulse II
|Your AR has no limit when you use this feature.
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT.
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Lucky Placement'''
|'''Lucky Placement'''
|<u>Incompatible</u>: Evasive
|<u>Incompatible</u>: Evasive
|You can use your LUCK (max +4), instead of your DEX, when calculating your REF.
|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''
|''Defense, Armor''
|CRB
|CRB
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|'''Lucky Placement II'''
|'''Lucky Placement II'''
|Lucky Placement
|Lucky Placement
|You can use your LUCK (max +8), instead of your DEX, when calculating your REF.
|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.
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''
|''Defense, Armor''
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|'''Lucky Placement III'''
|'''Lucky Placement III'''
|Lucky Placement II
|Lucky Placement II
|You can use your LUCK, instead of your DEX, when calculating your REF.
|Lucky Placement now has no REF limit.
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Second Skin: Light Armor'''
|'''Second Skin: Light Armor'''
|
|
|''Repeatable.'' Choose one type of light armor (such as leather or gambeson). Gain the armor’s Resist bonus when wearing that type of 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.
When you level up, you can lose this talent to gain another Second Skin talent.
|''Defense, Armor, Repeatable''
|''Defense, Armor, Repeatable''
|CRB
|CRB
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|'''Second Skin: Medium Armor'''
|'''Second Skin: Medium Armor'''
|
|
|''Repeatable.'' Choose one type of medium armor (such as brigandine or lamellar). Gain the armor’s Resist bonus when wearing that type of 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.
When you level up, you can lose this talent to gain another Second Skin talent.
|''Defense, Armor, Repeatable''
|''Defense, Armor, Repeatable''
|CRB
|CRB
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|'''Second Skin: Heavy Armor'''
|'''Second Skin: Heavy Armor'''
|
|
|''Repeatable.'' Choose one type of heavy armor (chainmail or plate). Gain the armor’s Resist bonus when wearing that type of 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.
When you level up, you can lose this talent to gain another Second Skin talent.
|''Defense, Armor, Repeatable''
|''Defense, Armor, Repeatable''
|CRB
|CRB
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|'''Second Skin: Shields'''
|'''Second Skin: Shields'''
|
|
|''Repeatable.'' Choose one type of shield (such as buckler or kite shield). Gain the shield’s Resist bonus when you have that type of shield equipped.  
|''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.  
When you level up, you can lose this talent to gain another Second Skin talent.  
|''Defense, Armor, Repeatable''
|''Defense, Armor, Repeatable''
|CRB
|CRB
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|'''Tough'''
|'''Tough'''
|<u>Incompatible</u>: Evasive, Impulse, Intuition
|<u>Incompatible</u>: Evasive, Impulse, Intuition
|If you are not wearing armor, you may use your FORT in place of your AR, but your AR cannot exceed 14 when you do.
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 14).
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Tough II'''
|'''Tough II'''
|Tough
|Tough
|Your AR cannot exceed 18 when you use this feature.
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 18).
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Tough III'''
|'''Tough III'''
|Tough II
|Tough II
|Your AR has no limit when you use this feature.
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT.
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Unarmored Awareness'''
|'''Unarmored Awareness'''
|Unarmored Defense
|Unarmored Defense
|(1/Catch Breath) You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 reactively when you are making an AWR roll or your ANT is being attacked. This bonus lasts until the beginning of your next turn.  
|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''
|''Defense, Armor''
|CRB
|CRB
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|'''Unarmored Awareness II'''
|'''Unarmored Awareness II'''
|Unarmored Awareness
|Unarmored Awareness
|You can use this ability once for 0 Reactive AP, and indefinitely by spending 2 Reactive AP. Your free use of this ability recharges when you Catch your Breath.
|If you have no uses of Unarmored Awareness left, you may use Unarmored Awareness once per round for 2 Reactive AP.
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Unarmored Awareness III'''
|'''Unarmored Awareness III'''
|Unarmored Awareness II
|Unarmored Awareness II
|You have three free uses of Unarmored Awareness, which you regain when you Catch your Breath. Subsequent uses of Unarmored Awareness cost only 1 AP.
|Unarmored Awareness becomes 3/Catch Breath. Also, your Unarmored Awareness II benefit now only costs 1 Reactive AP.
|''Defense, Armor''
|''Defense, Armor''
|CRB
|CRB
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|'''Unarmored Awareness IV'''
|'''Unarmored Awareness IV'''
|Unarmored Awareness III, Level 15
|Unarmored Awareness III, 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''
|CRB
|CRB
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|'''Barrel Roll'''
|'''Barrel Roll'''
|
|
|Gain the Barrel Roll ability.  
|Gain +2 AR against ranged attacks.
Gain the Barrel Roll ability.


* '''Barrel Roll.''' You gain +2 AR against ranged attacks, and when a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space. You can only move in this way once on each round (regaining the ability at the start of each of your turns).
* '''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''
|''Defense, Defensive Maneuvers''
|CRB
|CRB
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|'''Human Shield'''
|'''Human Shield'''
|
|
|You gain +2 to your physical defenses while you have an enemy Grappled.
|You gain +2 to your AR and physical defenses while you have an enemy Grappled.
|''Defense, Defensive Maneuvers''
|''Defense, Defensive Maneuvers''
|CRB
|CRB
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|'''Lurker'''
|'''Lurker'''
|
|
|When you are Concealed, your AR and your physical defenses increase by +2.
|When you are Concealed, your AR and physical defenses increase by +2.
|''Defense, Defensive Maneuvers''
|''Defense, Defensive Maneuvers''
|CRB
|CRB
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Gain the Raise ability.
Gain the Raise ability.


* '''Raise.''' Spend 1 AP to raise your shield, gaining +3 to physical defenses until the beginning of your next turn. This automatically ends your turn.
* '''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''
|''Defense, Shield''
|CRB
|CRB
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|'''Buckler Specialization'''
|'''Buckler Specialization'''
|Shield Training
|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 gains TD while attacking you until the beginning of your next turn.
|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''
|''Defense, Shield''
|CRB
|CRB
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|'''Buckler Strap'''
|'''Buckler Strap'''
|Shield Training
|Shield Training
|You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free.
|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
|-
|'''Buckler Warrior'''
|Shield Fighting, Buckler Strap
|You can use a two-handed weapon with a buckler, and can use the two-handed benefits of a hand-and-a-half weapon.
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
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|'''Medium Shield Training II'''
|'''Medium Shield Training II'''
|Medium Shield Training
|Medium Shield Training
|You gain an additional +1 to your AR while wielding a kite or heater shield.  
|Gain +1 to your AR while wielding a kite or heater shield.
(1/Catch Breath) The first time you use your Raise ability after rolling Initiative, it does not cost AP.  
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''
|''Defense, Shield''
|CRB
|CRB
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|'''Medium Shield Training III'''
|'''Medium Shield Training III'''
|Medium Shield Training II
|Medium Shield Training II
|While you have a kite or heater shield equipped, you gain +2 to your physical defenses against reactive attacks triggered by your movement.
|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''
|''Defense, Shield''
|CRB
|CRB
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|'''Medium Shield Training IV'''
|'''Medium Shield Training IV'''
|Medium Shield Training III
|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.
|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.
You can use your Raise ability for 0 AP 2/Catch Breath.
Practiced Block becomes 2/Catch Breath.
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
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|'''Medium Shield Training V'''
|'''Medium Shield Training V'''
|Medium Shield Training IV
|Medium Shield Training IV
|Your Raise ability instead grants +4 to your physical defenses until the beginning of your next turn.
|Your Raise ability now grants +4 to your AR and physical defenses until the beginning of your next turn.
You can use your Raise ability for 0 AP 3/Catch Breath.
Practiced Block becomes 3/Catch Breath.
|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB