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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
!Talent | !Talent | ||
!PreReq | |||
!Description | !Description | ||
!Tags | !Tags | ||
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|'''Adrenaline Rush''' | |'''Adrenaline Rush''' | ||
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|''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. | |''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. | ||
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|'''Arterial Precision''' | |'''Arterial Precision''' | ||
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|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''' | ||
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|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'' | ||
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|'''Deliberative''' | |'''Deliberative''' | ||
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|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. | |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'' | |''Combat'' | ||
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|'''Exploitative''' | |'''Exploitative''' | ||
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|You gain the ability to Exploit. | |You gain the ability to Exploit. | ||
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|'''Giant Slayer''' | |'''Giant Slayer''' | ||
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|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''' | ||
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|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'' | ||
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|'''Ready Up''' | |'''Ready Up''' | ||
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|Gain the Ready Up ability. | |Gain the Ready Up ability. | ||
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|'''Trick Technique''' | |'''Trick Technique''' | ||
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|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. | ||