Specialization Talents
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks or magic talents, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.
Combat Stack
These talents will help you in a variety of combat situations
| Talent | Description | Tags | Source |
|---|---|---|---|
| Arterial Precision | When making a weapon attack, you may choose to suffer a -8 penalty to the attack roll. If you hit, the creature also suffers Bleeding 1d6. | Combat | Harker's |
| Bull Rush | If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. Hit: Knock the creature Prone if it is no more than two Sizes larger than you. | Combat | CRB |
| Exploitative | You gain the ability to Exploit.
You can Exploit when a creature:
|
Combat | CRB |
| Giant Slayer | Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large. | Combat | CRB |
| Gutter Fighter | When you have 0 HP, you gain +1 AP at the start of each of your turns, you can use the Exploit maneuver, and your unarmed damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage while Gutter Fighter is active. | Combat | Harker's |
| Opportunist | You gain +2 to hit on basic and advanced maneuvers that require attack rolls. | Combat | CRB |
| Trick Technique | Gain +2 Sleight of Hand.
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX. |
Combat | Harker's |
Archery Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Careful Shot | You can deduct any penalties to your ranged weapon attack roll, such as those from Cover or TD, from your damage roll instead of your attack roll. | Combat, Archery | CRB | |
| Cool Under Pressure | When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not suffer any TD. | Combat, Archery | CRB | |
| Guarded Shot | When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks. | Combat, Archery | CRB | |
| Point Blank Shot | Guarded Shot | When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by +1 (e.g., if you crit on a 20, now crit on a 19-20). | Combat, Archery | CRB |
| Power Shot | Guarded Shot | Gain the Power Shot ability.
|
Combat, Archery | CRB |
Critical Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Astounding Critical | When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining. | Combat, Crit | CRB | |
| Go For The Knees | When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn. | Combat, Crit | CRB | |
| Gore | Bull Rush | If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked Prone and you may immediately make another attack against that creature without expending AP. | Combat, Crit | CRB |
| Impale | If you crit with a two-handed melee weapon that deals sharp damage, make a secondary DEX attack against their FORT. On a hit, the target is Grappled. | Combat, Crit | CRB | |
| Opportunistic Crit | If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your reactive attack are still met. | Combat, Crit | CRB | |
| Slow And Steady | You gain +1 damage on all damage rolls, but can no longer crit. This increases by +1 at levels 10, 20, and 30 to a max of +4, but does not work retroactively. | Combat, Crit | CRB | |
| Training Meets Opportunity | Weapon Expertise, LUCK 2 | While you have 0 Luck Points, your crit range is increased by +1 with weapons if you have Weapon Expertise with those weapons. | Combat, Crit | CRB |
Dual Wielding Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Basic Dual Wield | You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn. | Combat, Two-Weapon Fighting | CRB | |
| Advanced Dual Wield | Basic Dual Wield | When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the light and one-handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your subsequent attacks as well provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP). | Combat, Two-Weapon Fighting | CRB |
| Blade Blocker | Basic Dual Wield | While you are using two weapons, you gain Resist Physical +2 against melee attacks. | Combat, Two-Weapon Fighting | CRB |
| Blade Blocker II | Blade Blocker, Dual Wield IV | Blade Blocker becomes Resist Physical +4. | Combat, Two-Weapon Fighting | CRB |
| Dual Wield | Basic Dual Wield | You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the light tag. | Combat, Two-Weapon Fighting | CRB |
| Dual Wield II | Dual Wield | You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the light tag (they must both still have the one-handed tag). | Combat, Two-Weapon Fighting | CRB |
| Dual Wield III | Dual Wield II, STR 2 | You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the hand-and-a-half tag. | Combat, Two-Weapon Fighting | CRB |
| Dual Wield IV | Dual Wield III, STR 4 | You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a-half tag. | Combat, Two-Weapon Fighting | CRB |
One-Handed Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Duelist | When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon. | Combat, One-Handed Fighting | CRB | |
| Lunge | When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action. You gain +1 TA on the attack if you move in this way. | Combat, One-Handed Fighting | CRB |
Perfect Strike Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Perfect Strike | When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest) | Combat, Perfect Strike | Harker's | |
| Perfect Strike II | Perfect Strike | Ignore shields when using Perfect Strike. | Combat, Perfect Strike | Harker's |
| Critical Strike | Perfect Strike | When you hit with Perfect Strike, deal critical damage. | Combat, Perfect Strike | Harker's |
| Perfect Shot | Perfect Strike | When making a ranged or thrown attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest) | Combat, Perfect Strike | Harker's |
| Perfect Technique | Perfect Strike | Choose a weapon tag (one-handed, hand-and-a-half, or two-handed) and another tag (light, unwieldy, reach, or no secondary tag). Gain the Perfect Technique ability with melee weapons that have both of those tags.
|
Combat, Perfect Strike | Harker's |
| Perfect Technique II | Perfect Technique | Choose a specific weapon that falls within the parameters you chose as part of Perfect Technique. (For example, if you chose one-handed light weapons, you could choose shortswords for this talent.) When making your Perfect Technique attack, call out a number between 1 and 20. If your die rolls within 2 of that number (for a total range of 5), you do not expend your use of Perfect Technique. | Combat, Perfect Strike | Harker's |
| Critical Technique | Perfect Technique | When you crit with Perfect Technique, inflict Bleeding 2. | Combat, Perfect Strike | Harker's |
Scrap Fighter Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Scrap Fighter | Improvised weapons cost 1 fewer AP for you to use (min 2). | Combat, Scrap Fighter | Harker's | |
| Scrap Brawler | Scrap Fighter | Repeatable. Your damage with improvised weapons increases by one die size (e.g., from 1d4 to 1d6, max 1d12). | Combat, Scrap Fighter, Repeatable | Harker's |
| Scrabbling Frenzy | Scrap Fighter | Gain the Scrabbling Frenzy ability. You can only use this ability when you are Bloodied.
|
Combat, Scrap Fighter | Harker's |
| Brawn Beats Brain | Scrap Fighter | You may use any melee weapon as an improvised bludgeon.
If the weapon is bladed, you may also use it as an improvised small blade if it has the thrown or concealed tags, or as an improvised large blade if it does not. |
Combat, Scrap Fighter | Harker's |
Two-Handed Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Rend | STR 2 | Gain the Rend ability.
|
Combat, Two-Handed Fighting | CRB |
| Rend II | Rend | Rend becomes END/Recoup. | Combat, Two-Handed Fighting | CRB |
| Rend III | Rend II, STR 6 | Rend becomes END/Catch Breath. | Combat, Two-Handed Fighting | CRB |
| Great Rend | Rend, STR 4 | Gain the Great Rend ability.
|
Combat, Two-Handed Fighting | CRB |
| Great Rend II | Great Rend I, STR 8 | Great Rend becomes 2/Catch Breath. | Combat, Two-Handed Fighting | CRB |
| Great Rend III | Great Rend II, STR 10 | You may use your Great Rend ability indefinitely. | Combat, Two-Handed Fighting | CRB |
Weapon Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Weapon Expertise | Choose a weapon type: one-handed, two-handed, or hand- and-a-half. Choose a range: melee, ranged, thrown, or reach. Gain +1 to attack and damage rolls with weapons that have both of those qualities. Weapons may only benefit once from this talent. | Combat, Weapon | CRB | |
| Weapon Mastery | Weapon Expertise | Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have two-handed, ranged Weapon Expertise, you may choose a longbow). Gain +1 to attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent. | Combat, Weapon | CRB |
| Improved Weapon Mastery | Weapon Mastery | Choose a weapon for which you have Weapon Mastery. Increase its crit range by +1. Weapons may only benefit once from this talent. | Combat, Weapon | CRB |
Command Stack
These talents will make you better at commanding a room or battlefield with your undeniable presence
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Better Together | Creatures suffer 1 TD on attacks against you and allies within 5 ft of you when you have at least one ally within 5 ft of you. | Command, Combat | Harker's | |
| Better Together II | Better Together | Creatures suffer 1 TD per ally within 5 ft of you (to a max of 3 TD) when attacking you or an ally within 5 ft of you. | Command, Combat | Harker's |
| Charmer | Gain the Charmer ability.
|
Command, Social | CRB | |
| Charmer II | Charmer | Charmer becomes 2/Catch Breath.
Gain +3 Skill Points that you can spend on any skills with the influence tag. |
Command, Social | CRB |
| Courtesan's Knife | Gain a the Courtesan’s Knife ability.
|
Command, Social | Harker's | |
| On Your Feet | You may spend 1 AP to pull an adjacent ally up from being Prone. | Command, Combat | CRB | |
| Ventriloquism | Gain +2 in any one skill with the influence or performance tag.
You can convincingly cast your voice to sound as though it is coming from 10 ft away. |
Command, Social | Harker's | |
| Ventriloquism II | Ventriloquism | Gain +2 in any one skill with the influence or performance tag.
Gain +20 ft to the range on Ventriloquism. |
Command, Social | Harker's |
| Voice Sculptor | Ventriloquism | You can alter your voice to sound exactly like any humanoid that you have heard speak for at least one minute. | Command, Social | Harker's |
Defense Stack
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage.
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Ain't No Grave | When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP. | Defense | CRB | |
| Hardy | Incompatible: 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. | Defense | CRB |
| Hardy II | 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. | Defense | CRB |
| Hardy III | 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. | Defense | CRB |
| Meat Pile | Incompatible: 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. | Defense | CRB |
Armor Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Evasive | Incompatible: 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. | Defense, Armor | CRB |
| Evasive II | Evasive | Your AR cannot exceed 18 when you use this feature. | Defense, Armor | CRB |
| Evasive III | Evasive II | Your AR has no limit when you use this feature. | Defense, Armor | CRB |
| Can't Kill What You Can't Catch | Evasive | When an attack that targets your REF misses you, you may move 5 ft. | Defense, Armor | CRB |
| Perfect Dodge | Evasive II | If you would take half damage from an attack that targets your REF, you instead take no damage. | Defense, Armor | CRB |
| Heavy Armor Trainee | Your movement is no longer restricted by wearing heavy armor. | Defense, Armor | CRB | |
| Intuition | Incompatible: Evasive, Tough, Impulse | You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so. | Defense, Armor | CRB |
| Intuition II | Intuition | Your AR cannot exceed 18 when you use this feature. | Defense, Armor | CRB |
| Intuition III | Intuition II | Your AR has no limit when you use this feature. | Defense, Armor | CRB |
| Impulse | Incompatible: 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. | Defense, Armor | CRB |
| Impulse II | Impulse | Your AR cannot exceed 18 when you use this feature. | Defense, Armor | CRB |
| Impulse III | Impulse II | Your AR has no limit when you use this feature. | Defense, Armor | CRB |
| Light Armor Trainee | You gain +1 AR, REF, and FORT while wearing light armor. | Defense, Armor | CRB | |
| Lucky Placement | Incompatible: Evasive | You can use your LUCK (max +4), instead of your DEX, when calculating your REF. | Defense, Armor | CRB |
| Lucky Placement II | Lucky Placement | You can use your LUCK (max +8), instead of your DEX, when calculating your REF.
You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures. |
Defense, Armor | CRB |
| Lucky Placement III | Lucky Placement II | You can use your LUCK, instead of your DEX, when calculating your REF. | Defense, Armor | CRB |
| 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.
When you level up, you can lose this talent to gain another Second Skin talent. |
Defense, Armor, Repeatable | CRB | |
| 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.
When you level up, you can lose this talent to gain another Second Skin talent. |
Defense, Armor, Repeatable | CRB | |
| 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.
When you level up, you can lose this talent to gain another Second Skin talent. |
Defense, Armor, Repeatable | CRB | |
| 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.
When you level up, you can lose this talent to gain another Second Skin talent. |
Defense, Armor, Repeatable | CRB | |
| Tough | Incompatible: 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. | Defense, Armor | CRB |
| Tough II | Tough | Your AR cannot exceed 18 when you use this feature. | Defense, Armor | CRB |
| Tough III | Tough II | Your AR has no limit when you use this feature. | Defense, Armor | CRB |
| Unarmored Awareness | 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. | Defense, Armor | CRB |
| Unarmored Awareness II | 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. | Defense, Armor | CRB |
| Unarmored Awareness III | 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. | Defense, Armor | CRB |
| Unarmored Awareness IV | 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. | Defense, Armor | CRB |
Defensive Maneuvers Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Barrel Roll | Gain the Barrel Roll ability.
|
Defense, Defensive Maneuvers | CRB | |
| Barrel Roll II | Barrel Roll | You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP. | Defense, Defensive Maneuvers | CRB |
| Brawler | When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1. | Defense, Defensive Maneuvers | CRB | |
| Human Shield | You gain +2 to your physical defenses while you have an enemy Grappled. | Defense, Defensive Maneuvers | CRB | |
| Lurker | When you are Concealed, your AR and your physical defenses increase by +2. | Defense, Defensive Maneuvers | CRB |
Shield Track
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Shield Training | You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.
Gain the Raise ability.
|
Defense, Shield | CRB | |
| Buckler Specialization | Shield Training | While you have a buckler equipped, you may add 1 AP to a melee attack you are making, if that attack hits, the creature gains TD while attacking you until the beginning of your next turn. | Defense, Shield | CRB |
| Buckler Strap | Shield Training | You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free. | 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 | CRB |
| Shield Fighting | Shield Training | You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands. | Defense, Shield | CRB |
| Medium Shield Training | Shield Training | You gain the Resist abilities of kite shields and heater shields. | Defense, Shield | CRB |
| Medium Shield Training II | Medium Shield Training | You gain an additional +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. |
Defense, Shield | CRB |
| Medium Shield Training III | Medium Shield Training II | While you have a kite or heater shield equipped, you gain +2 to your physical defenses against reactive attacks triggered by your movement. | Defense, Shield | CRB |
| Medium Shield Training IV | Medium Shield Training III | If an attack against your REF misses you while you have Raise active and are wielding a kite or heater shield, you take no damage, if you would otherwise take half damage.
You can use your Raise ability for 0 AP 2/Catch Breath. |
Defense, Shield | CRB |
| Medium Shield Training V | Medium Shield Training IV | Your Raise ability instead grants +4 to your physical defenses until the beginning of your next turn.
You can use your Raise ability for 0 AP 3/Catch Breath. |
Defense, Shield | CRB |
| Medium Shield Mastery | Medium Shield Training V | You may now extend the bonus of your Raise ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns. | Defense, Shield | CRB |
| Shield Siblings | Shield Training | While you are within 5 ft of another creature 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. | Defense, Shield, Synergy | CRB |
| Shield Wall | 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.
Neither you nor your Shield Sibling can be moved against your will while both shields are Raised. |
Defenses, Shield, Synergy | CRB |
| Shield Bash | Shield Training | If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4 + STR damage. | Defense, Shield | CRB |
| Tower Shield Specialization | Shield Training | You no longer suffer -5 ft speed while wielding a tower shield. | Defense, Shield | CRB |
| Tower Shield Specialization II | Tower Shield Specialization | You may spend 1 AP to move 5 ft once on your turn when your tower shield is Raised. | Defense, Shield | CRB |
| Tower Shield Specialization III | 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. | Defense, Shield | CRB |
| Tower Shield Specialization IV | 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. | 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 | CRB |
Skill Stack
These talents offer you a small bonus in addition to giving you more Skill Points.
| Talent | PreReq | Description | Tags | Source | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Acrobat | Repeatable. Gain +6 Skill Points that you can spend on any skills with the acrobatics tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Alchemy Expert | Gain +3 in the Alchemy skill.
Each time you Take a Rest, you can craft a tonic or a vial of caustic flame. Either option loses its potency after 24 hours.
|
Skill Specialization | CRB | |||||||||||||||
| A Little Bit Of Soul | You 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, 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 | CRB | |||||||||||||||
| Animal Whisperer | Gain +3 in the Animal Handling skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Animal Trainer | Animal Whisperer | If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you. | Skill Specialization | CRB | ||||||||||||||
| Arcanist Understudy | Gain +3 in the Arcana skill.
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. |
Skill Specialization | CRB | |||||||||||||||
| Artist Aspirant | Incompatible: Entertainer (Artist) background | Gain +3 in the Art skill.
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc. |
Skill Specialization | CRB | ||||||||||||||
| Artistic Apprentice | Artist Aspirant | Gain the entry level of the Entertainer Profession. You must choose the Artist track instead of the Performer track.
This replaces your Artist Aspirant Talent. |
Skill Specialization | CRB | ||||||||||||||
| Astrologer | Gain +3 in the Astrology skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Astronomer | Gain +3 in the Astronomy skill.
If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography or Navigating skills). |
Skill Specialization | CRB | |||||||||||||||
| Athlete | Repeatable. Gain +6 Skill Points that you can spend on any skills with the athleticism tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Autopsy | Gain a +4 bonus to Appraising, Investigating, and Medicine when making a skill check related to studying a corpse. This can exceed your +20 skill cap.
When you make such a check, if you exceed a DC of 20 and the corpse died as a result of a creature, then you gain +1 TA against creatures of the same type for the next 24 hours. If the corpse died as a result of disease, you gain +2 FORT against that disease for the next 24 hours. |
Skill Specialization | Harker's | |||||||||||||||
| Aware | Repeatable. Gain +6 Skill Points that you can spend on any skills that use the AWR tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Balanced | Gain +3 in the Balancing skill.
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). |
Skill Specialization | CRB | |||||||||||||||
| Biologist | Gain +3 in the Biology skill.
You can immediately identify if a creature has the beast tag or monstrosity tag, or if it has neither. This costs 0 AP. |
Skill Specialization | CRB | |||||||||||||||
| Brewer | Gain +3 in the Brewing skill.
Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP. |
Skill Specialization | CRB | |||||||||||||||
| Brewing Expert | Brewer | Gain +3 in the Brewing skill.
You can now produce three servings of your beverage when you use your Brewer feature. |
Skill Specialization | CRB | ||||||||||||||
| By Feel, Not Measure | You gain +6 Skill Points that you can assign to any skills with the INT tag.
Additionally, when making a skill check with the crafting or knowledge tags, you may use your AWR instead of your INT for your skill check. |
Skill Specialization | CRB | |||||||||||||||
| Calligrapher | Gain +3 in the Calligraphy skill.
When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require. |
Skill Specialization | CRB | |||||||||||||||
| Careful Appraiser | Gain +3 in the Appraising skill.
When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object. |
Skill Specialization | CRB | |||||||||||||||
| Carpenter | Gain +3 in the Carpentry skill.
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 ft2. |
Skill Specialization | CRB | |||||||||||||||
| Cartographer | Gain +3 in the Cartography skill.
After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc. |
Skill Specialization | CRB | |||||||||||||||
| Charismatic | Repeatable. Gain +6 Skill Points that you can spend on any skills that use the CHA tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Chef | Gain +3 in the Cooking skill.
Your artistic sense of how to mingle flavors allows you to improve any food and drink. When a creature consumes food or drink that you have had at least ten minutes to modify, you Charm that creature for 1 hour. At the end of this time, the creature is not aware that they were Charmed. |
Skill Specialization | CRB | |||||||||||||||
| Chemist | Gain +3 in the Chemistry skill.
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. Any magic that reveals poison reveals this tampering. |
Skill Specialization | CRB | |||||||||||||||
| Climber | Gain +3 in the Athletics skill.
(1/Rest) You may give yourself a climb speed equal to your walking speed for 1 minute. |
Skill Specialization | CRB | |||||||||||||||
| Cobbler | Gain +3 in the Cobbling skill.
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. |
Skill Specialization | CRB | |||||||||||||||
| Cobbling Master | 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. | Skill Specialization | CRB | ||||||||||||||
| Contortionist | Gain +3 in the Contorting skill.
Moving through spaces that would require you to Squeeze costs no additional movement. |
Skill Specialization | CRB | |||||||||||||||
| Crafter | Repeatable. Gain +6 Skill Points that you can spend on any skills with the Crafting tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Cryptidology | Gain +2 to Animal Handling, Biology, History, Nature, and Tracking when making a skill check to recall information regarding beasts or monstrosities. This can exceed your +20 skill cap.
You may spend 1 AP to attempt to recall specific information about a beast or monstrosity within 60 ft of you. Make a History or Nature check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:
|
Skill Specialization | Harker's | |||||||||||||||
| Dancer | Gain +3 in the Dancing skill.
Your REF increases by +1. |
Skill Specialization | CRB | |||||||||||||||
| Deckhand | Gain +3 in the Vehicles* (Water) skill.
You can book passage on a boat or ship for free, provided that you contribute to maintaining the vessel. A ship that is already overstaffed might still turn you down. |
Skill Specialization | CRB | |||||||||||||||
| Demonology | Gain a +4 bonus to Arcana, History, and Religion when making a skill check to recall information regarding fiends. This can exceed your +20 skill cap.
You may spend 1 AP to attempt to recall specific information about a fiend within 60 ft of you. Make an Arcana, History, or Religion check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:
|
Skill Specialization | Harker's | |||||||||||||||
| Dextrous | Repeatable. Gain +6 Skill Points that you can spend on any skills that use the DEX tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Disguise Artist | Gain +3 in the Disguising skill.
You no longer need a disguise kit to make a Disguising check, provided that you are able to change your clothing, hairstyle, props, etc. |
Skill Specialization | CRB | |||||||||||||||
| Distance Runner | Gain +3 in the Distance Running skill.
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. |
Skill Specialization | CRB | |||||||||||||||
| Double Time | Gain +3 in the Forced March skill.
When marching at a normal pace, you can travel 150% the previous distance before needing to make Fatigue rolls. |
Skill Specialization | CRB | |||||||||||||||
| Driver | Gain +3 in the Vehicles* (Land) skill.
You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore Difficult Terrain imposed from rocks, debris and the like. Difficult Terrain imposed by mud or sludge still slows your vehicle. |
Skill Specialization | CRB | |||||||||||||||
| Dungeoneer | Gain +3 in the Dungeoneering skill.
Your ANT increases by +1. |
Skill Specialization | CRB | |||||||||||||||
| Eavesdropper | Gain +3 in the Eavesdropping skill.
(1/Rest) When you make an Eavesdropping check, you may roll 2d20 and use the higher. |
Skill Specialization | CRB | |||||||||||||||
| Economist | Gain +3 in the Economics skill.
By spending 1 month in a town or urban area, you can gain +1 Goodwill among the Aristocracy or Mercantile spheres (your choice each time). You may sell your services as an economist for 10 sc weekly while in a settled area. |
Skill Specialization | CRB | |||||||||||||||
| Empathetic | Gain +3 in the Empathy skill.
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. |
Skill Specialization | CRB | |||||||||||||||
| Enduring | Repeatable. Gain +6 Skill Points that you can spend on any skills that use the END tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Engineer | Gain +3 in the Engineering skill.
You can consult on building repairs to earn 10 sc per week while in an urban area. |
Skill Specialization | CRB | |||||||||||||||
| Entertainer Aspirant | Gain +3 in the Entertaining skill.
When in an inn or tavern, you can perform in exchange for free room and board. |
Skill Specialization | CRB | |||||||||||||||
| Entertainer | Entertainer Aspirant or Musician | Gain the entry level of the Entertainer Profession. You must choose the Performer track instead of the Artist track. This replaces your Entertainer Aspirant Talent. | Skill Specialization | CRB | ||||||||||||||
| Evader | Gain +3 in the Evading skill.
(2/Rest) When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether. |
Skill Specialization | CRB | |||||||||||||||
| Forager | Gain +3 in the Foraging skill.
When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging check. If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work. |
Skill Specialization | CRB | |||||||||||||||
| Forceful | Gain +3 in the Applied Force skill.
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. |
Skill Specialization | CRB | |||||||||||||||
| Forgery | Gain +3 in the Forging skill.
(1/Rest) If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sc you spend, add +1 to your Forging check. |
Skill Specialization | CRB | |||||||||||||||
| Fortuitous | Gain +3 in the Fortuity skill.
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. |
Skill Specialization | CRB | |||||||||||||||
| Geographer | Gain +3 in the Geography skill.
When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate. |
Skill Specialization | CRB | |||||||||||||||
| Glassblower | Gain +3 in the Glass Blowing skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Gossiper | Gain +3 in the Gossiping skill.
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. |
Skill Specialization | CRB | |||||||||||||||
| Historian | Gain +3 in the History skill.
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified. |
Skill Specialization | CRB | |||||||||||||||
| Influencer | Repeatable. Gain +6 Skill Points that you can spend on any skills with the influence tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Intelligent | Repeatable. Gain +6 Skill Points that you can spend on any skills that use the INT tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Intimidator | Gain +3 in the Intimidating skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Intuitive | Gain +3 in the Intuiting skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Investigator | Gain +3 in the Investigating skill.
(1/Rest) When making an Investigating check, you can add your Fortuity on top of your Investigating. |
Skill Specialization | CRB | |||||||||||||||
| Jack Of All Trades | Gain +3 in the Savoir Faire skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Jeweler | Gain +3 in the Jeweling skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Jewelry Expert | Jeweler, at least 3 Professional Ranks | Gain +3 in the Jeweling skill.
(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. |
Skill Specialization | CRB | ||||||||||||||
| Knowledgeable | Repeatable. Gain +6 Skill Points that you can spend on any skills with the knowledge tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Lawyer | Gain +3 in the Law skill.
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. |
Skill Specialization | CRB | |||||||||||||||
| Leader | Gain +3 in the Leadership skill.
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move. |
Skill Specialization | CRB | |||||||||||||||
| Lean-To | Gain +3 in the Sheltering skill.
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. |
Skill Specialization | CRB | |||||||||||||||
| Leatherworker | Gain +3 in the Leatherworking skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Lockpicker | Gain +3 in the Lockpicking skill.
(1/Rest) When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools. |
Skill Specialization | CRB | |||||||||||||||
| Lucky | Repeatable. Gain +6 Skill Points that you can spend on any skills with the LUCK tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Mason | Gain +3 in the Masonry skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Medic | Gain +3 in the Medicine skill.
(1/Rest) When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP. |
Skill Specialization | CRB | |||||||||||||||
| Menace | Gain +3 in the Menacing skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Musician | Gain +3 in the Instrument [your choice] skill.
When in an inn or tavern, you can perform in exchange for free room and board. |
Skill Specialization | CRB | |||||||||||||||
| Naturalist | Gain +3 in the Nature skill.
(1/Week) If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it. |
Skill Specialization | CRB | |||||||||||||||
| Navigator | Gain +3 in the Navigating skill.
So long as you can see a natural landmark, you cannot become lost, except by magical means. |
Skill Specialization | CRB | |||||||||||||||
| Observant | Repeatable. Gain +6 Skill Points that you can spend on any skills with the observation tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Officer | Gain +3 in the Military skill.
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. |
Skill Specialization | CRB | |||||||||||||||
| Painter | Gain +3 in the Painting skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Perceptive | Gain +3 in the Perceiving skill.
(1/Rest) When you make a check with another skill that has the observation tag, you can add 1⁄2 your Perceiving as an additional bonus. |
Skill Specialization | CRB | |||||||||||||||
| Performer | Repeatable. Gain +6 Skill Points that you can spend on any skills with the performance tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Persuasive | Gain +3 in the Persuading skill.
(1/Rest) You can cast the Charm Creature primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way. |
Skill Specialization | CRB | |||||||||||||||
| Pickpocket | Gain +3 in the Sleight of Hand skill.
When you have an item with the light tag on your person, you can give it the concealed tag as well. Only two such items can gain this benefit at a time. |
Skill Specialization | CRB | |||||||||||||||
| Poisoner | Gain +3 in your choice of the Alchemy or Brewing skill.
When you Take a Rest, you may make an Alchemy or Brewing check to brew a dose of poison. The poison deals 1d4 damage when ingested, and causes a condition based on your skill check. (see the following Poisoner table.) The poison spoils after 24 hours, becoming a foul-tasting but harmless liquid.
|
Skill Specialization | Harker's | |||||||||||||||
| Politician | Gain +3 in the Politics [choose region] skill.
(1/Week) You may leverage favors to secure a meeting with a noble or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks + 1. They will meet with you within 24 hours after you make the request. |
Skill Specialization | CRB | |||||||||||||||
| Potter | Gain +3 in the Pottery skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Powerlifter | Gain +3 in the Athletics skill.
You can carry two additional Unwieldy items without being encumbered. |
Skill Specialization | CRB | |||||||||||||||
| Practice Makes Perfect | You gain +6 Skill Points you can spend on any skills with the INT tag.
Additionally, when making a skill check with the crafting or knowledge tags, you may use your DEX instead of your INT for your skill check. |
Skill Specialization | CRB | |||||||||||||||
| Religious | Gain +3 in the Religion skill, choosing which religion.
Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you). |
Skill Specialization | CRB | |||||||||||||||
| Scavenger | Gain +3 in the Scavenging skill.
(1/Rest) When you fail a Scavenging check, you may instead treat it as the lowest tier of success. |
Skill Specialization | CRB | |||||||||||||||
| Smith | Gain +3 in the Smithing skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Sneak | Gain +3 in the Sneaking skill.
(1/Rest) If you are hidden or Concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or Concealed. |
Skill Specialization | CRB | |||||||||||||||
| Sprinter | Gain +3 in the Sprinting skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Stamina | Repeatable. Gain +6 Skill Points that you can spend on any skills with the stamina tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Strong | Repeatable. Gain +6 Skill Points that you can spend on any skills that use the STR tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Subverter | Repeatable. Gain +6 Skill Points that you can spend on any skills with the subterfuge tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Survivalist | Repeatable. Gain +6 Skill Points that you can spend on any skills with the survival tag. | Skill Specialization, Repeatable | CRB | |||||||||||||||
| Swimmer | Gain +3 in the Athletics skill.
(1/Rest) You may give yourself a swim speed equal to your walking speed for 1 minute. |
Skill Specialization | CRB | |||||||||||||||
| Tracker | Gain +3 in the Tracking skill.
(1/Rest) When you fail a Tracking skill check, you may count it as the lowest tier of successful. |
Skill Specialization | CRB | |||||||||||||||
| Tumbler | Gain +3 in the Tumbling skill.
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted. |
Skill Specialization | CRB | |||||||||||||||
| Vampirology | Gain a +4 bonus to Arcana, History, Investigating, Perceiving, Religion, and Savoir Faire when making a skill check to recall information regarding vampires or to pass yourself off as one. This can exceed your +20 skill cap. | Skill Specialization | Harker's | |||||||||||||||
| Weaver | Gain +3 in the Weaving skill.
(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. |
Skill Specialization | CRB | |||||||||||||||
| Whittler | Gain +3 in the Woodcarving skill.
(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. |
Skill Specialization | CRB |
Additional Specialization Stacks
Misc Stack
These talents offer a variety of miscellaneous bonuses.
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| 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.” | Misc Specialization | CRB | |
| Family Heirloom | Must be Character Level 1 (cannot take at higher levels) | You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting gold.
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. |
Misc Specialization | CRB |
| Hearty Antibodies | Gain Resist 4 against any one disease of your choice. Whenever you make a d20 roll to avoid becoming infected or avoid the effects of a disease, gain a +4 bonus. | Misc Specialization | Harker's | |
| Last Effort | When you start your turn, gain +1 TA if you have any Death Points, and +2 TA if you have more than 3 Death Points.
When you gain enough Death Points to kill you, you may immediately take one more turn. Any attacks you make automatically hit, and your crit range is 16-20 for all these attacks during this turn. |
Misc Specialization | Harker's |
Primal Aspect Talents
To gain access to Primal Aspects, you must take one or more talents in the Berzerker, Oracle, and/or Ranger classes or find another way to access to them, such as a magical boon from an Archfae.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Primal Aspect | Access to Primal Aspects | Repeatable. Learn a Primal Aspect 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. | Primal Aspect, Repeatable |
| Primal Aspect Focus | At least 2 Primal Aspects | Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in Initiative, and by spending 1 AP when you are in Initiative.
If you know more than 2 Aspects, you can choose which 2 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 Focus II | Primal Aspect Focus | You can switch between any of your Primal Aspects, even if you know more than 2, using your Aspect Focus. | Primal Aspect |
| Primal Aspect Focus III | Primal Aspect Focus II, Character Level 10 | You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during Initiative. | Primal Aspect |
| Primal Aspect Focus IV | Primal Aspect Focus III, Character Level 15 | You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during Initiative. | Primal Aspect |
| Primal Aspect Transference | 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. | Primal Aspect |
| Primal Aspect Transference II | Primal Aspect Transference | Primal Aspect Transference becomes 3/Rest. | Primal Aspect |
Primal Aspect Table
| Aspect | Talent Ability |
|---|---|
| Aspect: A’rl’ng | (1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn. |
| Aspect: Al’An | You cannot be Surprised and creatures cannot gain TA against you from being Unseen. |
| Aspect: Heq | You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip. |
| Aspect: Leshy | You can always find food and shelter in the wild for yourself and 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. |
| Aspect: Porov | Gain +6 to Smithing and Masonry checks. |
| 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. |
| 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. |
| 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. |
| 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. |
| Aspect: Woden | Gain +6 to Vehicle* [water] and Navigation checks. |
Fear Resistance Stack
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Haunting Melody | At least +1 with any Instrument | When you attempt to Take a Rest, you can play a haunting melody to hold the worst effects of fear at bay.
Make a CHA/Instrument check. The DC is 10. If you succeed, you do not have to resolve your Fear before Taking a Rest. The DC increases by +2 for every consecutive day that you attempt to do this. |
Fear Resistance | Harker's |
| Haunting Melody II | Haunting Melody | When you use Haunting Melody, you may target a number of creatures equal to or less than your AWR. | Fear Resistance | Harker's |
| Haunting Melody III | Haunting Melody II | When you use Haunting Melody, if you beat the target DC by more than 5, each affected creature removes 1 Fear. | Fear Resistance | Harker's |
| Logic Prevails | Incompatibilities: Mind Over Matter | You may use INT to calculate your Fear Threshold, instead of SAN. | Fear Resistance | Harker's |
| Mind-Killer | When your Fear is in excess of your Fear Threshold, you gain the Iron Will and Steel Mind traits.
Iron Will: You are Immune to being Frightened or Shaken. Steel Mind: You are Immune to being Charmed or Enthralled. |
Fear Resistance | Harker's | |
| Mind Over Matter | Incompatibilities: Logic Prevails | You may use CHA to calculate your Fear Threshold, instead of SAN. | Fear Resistance | Harker's |
| Reassuring Presence | When you use an ability that causes you to ignore the Frightened condition to instead cancel Fear, if the ability would allow you to extend the benefit to one or more allies normally, you may cancel the Fear they would gain from the same source. | Fear Resistance | Harker's | |
| Unafraid | You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear 1 per Recoup. | Fear Resistance | Harker's | |
| Unafraid II | Unafraid | You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear as often as you could normally use those abilities. | Fear Resistance | Harker's |
| Unflappable Psyche | Repeatable. Your Fear Threshold increases by +2. | Fear Resistance, Repeatable | Harker's |
Monster Hunter Stack
| Talent | PreReq | Description | Tags | Source |
|---|---|---|---|---|
| Concealed Weapon | Choose one weapon that you own that does not have the unwieldy tag. It gains the concealed tag. If you lose this weapon, you may choose a new weapon that you own after you Take a Rest. | Monster Hunter | Harker's | |
| Death Drop | When you would take falling damage and would land within 5 ft of another creature, you may make a special melee attack against that creature for 1 AP or 1 Reactive AP. Make a STR or DEX attack targeting their ANT. You have +1 TA on this attack, or +3 TA if the creature is unaware of you.
On a hit, you only take 1⁄2 your falling damage, and the target creature takes the other half. If you make one or more additional attacks against that creature on the same turn, you retain your TA for those attacks as well. |
Monster Hunter | Harker's | |
| Hair Trigger Instinct | When you would be hit by a trap effect, you may make a DEX, AWR, or LUCK check against the trap’s attack roll or DC. If your roll equals or exceeds the trap’s, then you escape the trap unaffected. (2/Recoup) | Monster Hunter | Harker's | |
| Holy Water | Divine 3 | By bestowing your holy energy into a contained amount of water not exceeding 1 gallon, you can create holy water.
The process of blessing this water takes 10 minutes and can be done during a Recoup. You can split the water into up to four separate containers. Any creature in possession of a container can douse themself or another creature as though administering a potion. A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes. |
Monster Hunter | Harker's |
| Cleansing Holy Water | Holy Water | A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, a creature gains 1d4 Shield HP, unless it is a creature with the fiend or undead tag, in which case it takes 1d10 radiant damage. | Monster Hunter | Harker's |
| Stake Crafter | When you Take a Rest, you may spend part of your time awake crafting stakes. These have the stats of dirks, daggers, or knives (your choice for each one), but they break on a crit fail or after they deal damage one time. You can craft a number of stakes equal to 1 + your INT.
If a stake crafted in this way hits a vampire, count it as a crit. This crit ignores DR. |
Monster Hunter | Harker's |