Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks in Chapter 3, 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.
| Feature
|
Tags
|
Discreption
|
| BULL RUSH
|
Combat
|
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.
|
| EXPLOITATIVE
|
Combat
|
You gain the ability to Exploit
|
| GIANT SLAYER
|
Combat
|
Gain TA against creatures that are one or more Sizes larger than you.
|
| OPPORTUNIST
|
Combat
|
You gain +2 to hit on Exploit attacks.
|
ARCHERY STACK
| Feature
|
Tags
|
PreReq
|
Discreption
|
| CAREFUL SHOT
|
Combat, Archery
|
|
You can deduct any penalties to your attack roll, such as those from cover or TD, from your damage roll instead of your attack roll.
|
| COOL UNDER PRESSURE
|
Combat, Archery
|
|
When you make a Ranged weapon attack and are within 5 ft of a hostile creature, you do not gain any TD.
|
| GUARDED SHOT
|
Combat, Archery
|
|
When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.
|
| POINT BLANK SHOT
|
Combat, Archery
|
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).
|
| POWER SHOT
|
Combat, Archery
|
Guarded Shot
|
You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you roll your attack.
|
CRIT STACK
| Feature
|
Tags
|
PreReg
|
Discreption
|
| ASTOUNDING CRITICAL
|
Combat, Crit
|
|
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. 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.
|
| GO FOR THE KNEES
|
Combat, Crit
|
|
When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.
|
| GORE
|
Combat, Crit
|
Prerequisites: 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.
|
| IMPALE
|
Combat, Crit
|
|
If you crit with a two-handed melee weapon that deals sharp damage, make a secondary attack: DEX vs FORT. Hit: the target is Grappled.
|
| OPPORTUNISTIC CRIT
|
Combat, 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.
|
| SLOW AND STEADY
|
Combat, Crit
|
|
You gain +1 damage on all damage rolls, but can no longer crit. This increases by an additional +1 at levels 10, 20, and 30 to a maximum of +4, but does not work retroactively.
|
| TRAINING MEETS OPPORTUNITY
|
Combat, Crit
|
Weapon Expertise
|
While you have 0 Luck Points, your crit range is increased by 1 with weapons if you have Weapon Expertise with those weapons.
|
DUAL WIELDING STACK
| Feature
|
Tags
|
PreReq
|
Discreption
|
| BASIC DUAL WIELD
|
Combat, Two-Weapon Fighting
|
|
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.
|
| ADVANCED DUAL WIELD
|
Combat, Two-Weapon Fighting
|
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 second attack any number of times per turn 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).
|
| BLADE BLOCKER
|
Combat, Two-Weapon Fighting
|
Basic Dual Wield
|
While you are using two weapons, you gain Resist Physical 2 against melee attacks.
|
| BLADE BLOCKER II
|
Combat, Two-Weapon Fighting
|
Blade Blocker, Dual Wield IV
|
Blade Blocker becomes Resist Physical 4.
|
| DUAL WIELD
|
Combat, Two-Weapon Fighting
|
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.
|
| DUAL WIELD II
|
Combat, Two-Weapon Fighting
|
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).
|
| DUAL WIELD III
|
Combat, Two-Weapon Fighting
|
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.
|
| DUAL WIELD IV
|
Combat, Two-Weapon Fighting
|
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.
|
ONE- HANDED STACK
| Feature
|
Tags
|
PreReq
|
Discreption
|
| DUELIST
|
Combat, One-Handed Fighting
|
|
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.
|
| LUNGE
|
Combat, One-Handed Fighting
|
|
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.
|
TWO-HANDED STACK
| Feature
|
Tags
|
PreReq
|
Discreption
|
| REND
|
Combat, Two-Handed Fighting
|
STR 2
|
Gain the Rend ability.
Rend When you make an attack with a two-handed melee weapon using STR, add double your STR to the damage roll, instead of only adding your STR. (END/Rest)
|
| REND II
|
Combat, Two-Handed Fighting
|
Rend
|
Rend becomes END/Recoup.
|
| REND III
|
Combat, Two-Handed Fighting
|
Rend II, STR 6
|
Rend becomes END/Catch Breath.
|
| GREAT REND
|
Combat, Two-Handed Fighting
|
Rend, STR 4
|
When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP. (2/Recoup)
|
| GREAT REND II
|
Combat, Two-Handed Fighting
|
Great Rend I, STR 8
|
Great Rend becomes 2/Catch Breath.
|
| GREAT REND III
|
Combat, Two-Handed Fighting
|
Great Rend II, STR 10
|
You may use your Great Rend ability indefinitely.
|
| HACKING BLOW
|
Combat, Two-Handed Fighting
|
Rend
|
You may use Rend with a weapon that has the Hand-and- a-Half tag, but you must be wielding it with two hands in order to use Rend.
|
===WEAPON STACK===
| Feature
|
Tags
|
PreReq
|
Discreption
|
| WEAPON EXPERTISE
|
Combat, Weapon
|
|
Choose a weapon type: One-handed, Two-handed, or Hand- and-a-Half. Choose a range: Melee, Ranged, or Reach. Gain +1 to hit and +1 to damage with weapons that have both of those qualities.
|
| WEAPON MASTERY
|
Combat, Weapon
|
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 hit and +1 to damage with that type of weapon.
|
| IMPROVED WEAPON MASTERY
|
Combat, Weapon
|
Weapon Mastery
|
Choose a weapon for which you have Weapon Mastery. Increase its crit range by 1.
|
COMMAND STACK
These talents will make you better at commanding a room or battlefield with your undeniable presence.
| Feature
|
Tags
|
PreReq
|
Discreption
|
| CHARMER
|
Command, Social
|
|
You may make a special attack: +CHA vs WILL of a creature within 30 ft of you that is not hostile towards you. Hit: They are Charmed by you for 10 minutes. (2/Recoup)
|
| CHARMER II
|
Command, Social
|
Charmer
|
Charmer becomes 2/Catch Breath.
|
| ON YOUR FEET
|
Command, Social
|
|
You may spend 1 AP to pull an adjacent ally up from being Prone.
|
DEFENSE STACK
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage.
| Feature
|
Tags
|
PreReq
|
Discreption
|
| AIN’T NO GRAVE
|
Defense
|
|
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.
|
| HARDY
|
Defense
|
|
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.
|
| HARDY II
|
Defense
|
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.
|
| HARDY III
|
Defense
|
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.
|
| MEAT PILE
|
Defense
|
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.
|
ARMOR STACK
| Feature
|
Tags
|
PreReq
|
Discreption
|
| EVASIVE
|
Defense, Armor
|
Incompatible: Lucky Placement, Impulse, Tough
|
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.
|
| EVASIVE II
|
Defense, Armor
|
Evasive
|
Your AR cannot exceed 18 when you use this feature.
|
| EVASIVE III
|
Defense, Armor
|
Evasive II
|
Your AR has no limit when you use this feature.
|
| CAN’T KILL WHAT YOU CAN’T CATCH
|
Defense, Armor
|
Evasive
|
When an attack that targets your REF misses you, you may move 5 ft.
|
| PERFECT DODGE
|
Defense, Armor
|
Evasive II
|
If you would take half damage from an attack that targets your REF, you instead take no damage.
|
| HEAVY ARMOR TRAINEE
|
Defense, Armor
|
Your movement is no longer restricted by wearing heavy armor.
|
| IMPULSE
|
Defense, Armor
|
Incompatible: Evasive, Tough
|
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.
|
| IMPULSE II
|
Defense, Armor
|
Impulse
|
Your AR cannot exceed 18 when you use this feature.
|
| IMPULSE III
|
Defense, Armor
|
Impulse II
|
Your AR has no limit when you use this feature.
|
| LIGHT ARMOR TRAINEE
|
Defense, Armor
|
You gain +1 AR, REF, and FORT while wearing light armor.
|
| LUCKY PLACEMENT
|
Defense, Armor
|
Incompatible: Evasive
|
You can use your LUCK (max +4), instead of your DEX, when calculating your REF.
|
| LUCKY PLACEMENT II
|
Defense, Armor
|
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.
|
| LUCKY PLACEMENT III
|
Defense, Armor
|
Lucky Placement
|
You can use your LUCK, instead of your DEX, when calculating your REF.
|
| SECOND SKIN: LIGHT ARMOR
|
Defense, 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.
|
| SECOND SKIN: MEDIUM ARMOR
|
Defense, 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.
|
| SECOND SKIN: HEAVY ARMOR
|
Defense, Armor, Repeatable
|
Choose one type of heavy armor (chainmail or plate). Gain the armor’s Resist bonus when wearing that type of armor.
|
| SECOND SKIN: SHIELDS
|
Defense, Armor, Repeatable
|
Choose one type of shield (such as buckler or tower shield). Gain the shield’s Resist bonus when you have that type of shield equipped.
|
| TOUGH
|
Defense, Armor
|
Incompatible: Evasive, Impulse
|
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.
|
| TOUGH II
|
Defense, Armor
|
Prerequisites: Tough
|
Your AR cannot exceed 18 when you use this feature.
|
| TOUGH III
|
Defense, Armor
|
Prerequisites: Tough II
|
Your AR has no limit when you use this feature.
|
| UNARMORED AWARENESS
|
Defense, Armor
|
Prerequisites: Unarmored Defense
|
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. (1/Catch Breath)
|
| UNARMORED AWARENESS II
|
Defense, Armor
|
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.
|
| U N A R M O R E D AWA R E N E S S I I I
|
Defense, Armor
|
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 IV
|
Defense, Armor
|
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.
|
DEFENSIVE MANEUVERS STACK
| Feature
|
Tags
|
PreReq
|
Discreption
|
| BARREL ROLL
|
Defense, Defensive Maneuvers
|
|
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 II
|
Defense, Defensive Maneuvers
|
Barrel Roll
|
You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.
|
| BRAWLER
|
Defense, Defensive Maneuvers
|
|
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.
|
| HUMAN SHIELD
|
Defense, Defensive Maneuvers
|
|
You gain +2 to your physical defenses while you have an enemy Grappled.
|
| LURKER
|
Defense, Defensive Maneuvers
|
|
When you are Concealed, your AR and your Physical Defenses increase by +2.
|
SHIELD STACK
| Feature
|
Tags
|
PreReq
|
Discreption
|
| BUCKLER SPECIALIZATION
|
Defense, Shield
|
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.
|
| BUCKLER STRAP
|
Defense, Shield
|
Shield Training
|
You may equip a Buckler by strapping it to your forearm, allowing both of your hands to be free.
|
| BUCKLER WARRIOR
|
Defense, Shield
|
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.
|
| SHIELD TRAINING
|
Defense, Shield
|
|
You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.
Gain the Brace ability.
Brace Spend 1AP to raise your shield, gaining +3 to physical defenses until the beginning of your next turn. This automatically ends your turn.
|
| SHIELD FIGHTING
|
Defense, Shield
|
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.
|
| MEDIUM SHIELD TRAINING
|
Defense, Shield
|
Shield Training
|
You gain the Resist abilities of kite shields and heater shields.
|
| MEDIUM SHIELD TRAINING II
|
Defense, Shield
|
Medium Shield Training
|
You gain an additional +1 to your AR while wielding a kite or heater shield. The first time you use your Brace ability after rolling Initiative, it does not cost AP. (1/Catch Breath)
|
| MEDIUM SHIELD TRAINING III
|
Defense, Shield
|
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.
|
| MEDIUM SHIELD TRAINING IV
|
Defense, Shield
|
Medium Shield Training III
|
If you are missed with an attack against your REF while you have Brace active and are wielding a kite or heater shield, you take no damage, if you would otherwise take half damage. You can use your Brace ability for 0 AP 2/Catch Breath.
|
| MEDIUM SHIELD TRAINING V
|
Defense, Shield
|
Medium Shield Training IV
|
Your Brace ability instead grants +4 to your Physical Defenses until the beginning of your next turn. You can use your Brace ability for 0 AP 3/Catch Breath.
|
| MEDIUM SHIELD MASTERY
|
Defense, Shield
|
Medium Shield Training V
|
You may now extend the bonus of your Brace 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.
|
| SHIELD SIBLINGS
|
Defense, Shield, Synergy
|
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.
|
| SHIELD WALL
|
Defenses, Shield, Synergy
|
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.
Whenever both shields are braced and one of you moves 5 ft, the other may move 5 ft as well without expending AP. 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.
Neither you nor your Shield Sibling can be moved against your will while both shields are braced.
|
| SHIELD BASH
|
Defense, Shield
|
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 AP, automatically hitting for 1d4 + STR damage.
|
| TOWER SHIELD SPECIALIZATION
|
Defense, Shield
|
Shield Training
|
You no longer suffer -5 ft speed while wielding a tower shield.
|
| TOWER SHIELD SPECIALIZATION II
|
Defense, Shield
|
Tower Shield Specialization
|
You may spend 1 AP to move 5 ft once on your turn when your tower shield is Set.
|
| TOWER SHIELD SPECIALIZATION III
|
Defense, Shield
|
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.
|
| TOWER SHIELD SPECIALIZATION IV
|
Defense, Shield
|
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.
|
| TOWER SHIELD MASTERY
|
Defense, Shield
|
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.
|
MISC STACK
These talents offer a variety of miscellaneous bonuses.
| Feature
|
Tags
|
PreReq
|
Discreption
|
| ANIMAL COMPANION
|
Misc Specialization
|
|
You gain a small, mundane animal companion, such as a songbird or hamster. This monster does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”
|
| FAMILY HEIRLOOM
|
Misc Specialization
|
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.
|
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.
| Feature
|
Tags
|
PreReq
|
Discreption
|
| PRIMAL ASPECT
|
Primal Aspect, Repeatable
|
Access to Primal Aspects
|
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 complete a Rest.
|
| PRIMAL ASPECT FOCUS
|
Primal Aspect
|
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 FOCUS II
|
Primal Aspect
|
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 FOCUS III
|
Primal Aspect
|
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 FOCUS IV
|
Primal Aspect
|
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 TRANSFERENCE
|
Primal Aspect
|
Primal Aspect Focus
|
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. (1/Rest)
|
| PRIMAL ASPECT TRANSFERENCE II
|
Primal Aspect
|
Primal Aspect Transference
|
Primal Aspect Transference becomes 3/Rest.
|
PRIMAL ASPECT TALENTS
| TalentName
|
Talent Ability
|
| Aspect: A’rl’ng
|
You may spend 1 AP to magically double all movement you take for this turn. (1/Catch Breath)
|
| Aspect: Al’An
|
You cannot be Surprised and creatures cannot gain TA against you from being Unseen.
|
| Aspect: Heq
|
You gain 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 10ft 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
|
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. (1/Catch Breath)
|
| Aspect: Tamat
|
Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect.
|
| Aspect: Vele
|
1 AP: Creatures within 5ft of you gain Shield HP equal to your Character Level. While they have this Shield HP, attacks against them have TD. (1/Catch Breath)
|
| Aspect: Woden
|
Gain +6 to Water Vehicle and Navigation checks.
|
SKILL ST S K I L L S TAC K
These talents offer you a small bonus in addition to giving you more Skill Points.
ACROBAT
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Acrobatics tag.
ALCHEMY EXPERT
Skill Specialization
Gain +3 in the Alchemy skill.
Each time you Take a Rest, you can craft a potion or a
vial of caustic flame. Either option loses its potency after 24
hours.
Potion: When a creature drinks this potion, it regains 1d4
HP.
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Flame Vial: A creature can throw this vial as an
improvised thrown weapon. If it hits, the target creature
gains the Burning (1d4) condition.
A LITTLE BIT OF SOUL
Skill Specialization
You gain 6 Skill Points you can assign to 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.
ANIMAL WHISPERER
Skill Specialization
Gain +3 in the Animal Handling skill.
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. (1/
Rest)
ANIMAL TRAINER
Skill Specialization
Prerequisites: 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.
ARCANIST UNDERSTUDY
Skill Specialization
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.
ARTIST ASPIRANT
Skill Specialization
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.
ARTISTIC APPRENTICE
Skill Specialization
Prerequisites: 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.
ASTROLOGER
Skill Specialization
Gain +3 in the Astrology skill.
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. Once you use this ability, you
cannot use it again until you next Take a Rest.
ASTRONOMER
Skill Specialization
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).
ATHLETE
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Athleticism tag.
AWA R E
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills that
use the AWR attribute.
BALANCED
Skill Specialization
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).
BIOLOGIST
Skill Specialization
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.
BREWER
Skill Specialization
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.
BREWING EXPERT
Skill Specialization
Prerequisites: Brewer
Gain +3 in the Brewing skill.
You can now produce three servings of your beverage
when you use your Brewer feature.
BY FEEL, NOT MEASURE
Skill Specialization
You gain 6 Skill Points 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.
CALLIGRAPHER
Skill Specialization
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.
298 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
CAREFUL APPRAISER
Skill Specialization
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.
CARPENTER
Skill Specialization
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 square ft.
CARTOGRAPHER
Skill Specialization
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.
CHARISMATIC
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills that
use the CHA attribute.
CHEF
Skill Specialization
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.
CHEMIST
Skill Specialization
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.
CLIMBER
Skill Specialization
Gain +3 in the Athletics skill.
You may give yourself a Climbing speed equal to your
walking speed for 1 minute. (1/Rest)
COBBLER
Skill Specialization
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.
COBBLING MASTERY
Skill Specialization
Prerequisites: Cobbler
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.
CONTORTIONIST
Skill Specialization
Gain +3 in the Contorting skill.
Moving through spaces that would require you to Squeeze
costs no additional movement.
CRAFTER
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Crafting tag.
DANCER
Skill Specialization
Gain +3 in the Dancing skill.
Your REF increases by +1.
DECKHAND
Skill Specialization
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.
DEXTROUS
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills that
use the DEX attribute.
DISGUISE ARTIST
Skill Specialization
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.
D I STA N C E R U N N E R
Skill Specialization
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.
DOUBLE TIME
Skill Specialization
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.
DRIVER
Skill Specialization
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
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 299
ignore difficult terrain imposed from rocks, debris and the
like. Difficult terrain imposed by mud or sludge still slows
your vehicle.
DUNGEONEER
Skill Specialization
Gain +3 in the Dungeoneering skill.
Your ANT increases by +1.
E AV E S D R O P P E R
Categorization: Skill Specialization
Gain +3 in the Eavesdropping skill.
When you make an Eavesdropping check, you may roll
2d20 and use the higher. (1/Rest)
ECONOMIST
Skill Specialization
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 sp weekly while in a settled area.
EMPATHETIC
Categorization: Skill Specialization
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.
ENDURING
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills that
use the END attribute.
ENGINEER
Skill Specialization
Gain +3 in the Engineering skill.
You can consult on building repairs to earn 10 sp per
week while in an urban area.
E N T E R TA I N E R A S P I R A N T
Skill Specialization
Gain +3 in the Entertaining skill.
When in an inn or tavern, you can perform in exchange
for free room and board.
E N T E R TA I N E R
Skill Specialization
Prerequisites: 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.
E VA D E R
Skill Specialization
Gain +3 in the Evading skill.
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. (2/Rest)
FORAGER
Skill Specialization
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.
FORCEFUL
Skill Specialization
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.
FORGERY
Skill Specialization
Gain +3 in the Forging skill.
If you assemble nice inks and fine papers before you forge
a document, you can make it more convincing. For every 10
sp you spend, add +1 to your Forging check. (1/Rest)
FORTUITOUS
Skill Specialization
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). You must still
observe the maximum crit range of 16-20.
GEOGRAPHER
Skill Specialization
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.
GLASSBLOWER
Skill Specialization
Gain +3 in the Glass Blowing skill.
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. You
can only make such an item 1/Week.
GOSSIPPER
Skill Specialization
Gain +3 in the Gossipping skill.
You can gossip to sully someone’s reputation, provided
that they are not there. Make a Gossipping 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.
300 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
HISTORIAN
Skill Specialization
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.
INFLUENCER
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Influence tag.
INTELLIGENT
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills that
use the INT attribute.
INTIMIDATOR
Skill Specialization
Gain +3 in the Intimidating skill.
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. (1/Rest)
INTUITIVE
Skill Specialization
Gain +3 in the Intuiting skill.
Your intuition extends beyond living people to intellectual
fields as well. When you would make an INT roll, you can
add your Intuiting bonus. (1/Rest)
INVESTIGATOR
Skill Specialization
Gain +3 in the Investigating skill.
When making an Investigating check, you can add your
Fortuity on top of your Investigating. (1/Rest)
JACK OF ALL TRADES
Skill Specialization
Gain +3 in the Savoir Faire skill.
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.
(1/Rest)
JEWELER
Skill Specialization
Gain +3 in the Jeweling skill.
You can produce a work of semi precious jewelry provided
that you have some form of mineral. Make a Jeweling roll.
You can sell your jewelry for that many sc. (1/Rest)
JEWELRY EXPERT
Skill Specialization
Prerequisites: Jeweler, at least 3 Professional Ranks
Gain +3 in the Jeweling skill.
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.
(1/Month)
KNOWLEDGEABLE
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Knowledge tag.
LAWYER
Skill Specialization
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.
LEADER
Skill Specialization
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.
LEAN-TO
Skill Specialization
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.
LEATHERWORKER
Skill Specialization
Gain +3 in the Leatherworking skill.
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. (1/Week)
LOCKPICKER
Skill Specialization
Gain +3 in the Lockpicking skill.
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. (1/Rest)
LUCKY
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Luck tag.
MASON
Skill Specialization
Gain +3 in the Masonry skill.
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. (1/Week)
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 301
MEDIC
Skill Specialization
Gain +3 in the Medicine skill.
When you have medical supplies and apply them to a
Bloodied creature, it regains 1d6 HP. (1/Rest)
MENACE
Skill Specialization
Gain +3 in the Menacing skill.
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. (1/Rest)
MUSICIAN
Skill Specialization
Gain +3 in the Instrument [your choice] skill.
When in an inn or tavern, you can perform in exchange
for free room and board.
NATURALIST
Skill Specialization
Gain +3 in the Nature skill.
If you gather plant matter that would normally be
inedible, you can make one day’s worth of rations out of it.
(1/Week)
N AV I G ATO R
Skill Specialization
Gain +3 in the Navigating skill.
So long as you can see a natural landmark, you cannot
become lost, except by magical means.
O B S E RVA N T
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Observation tag.
OFFICER
Skill Specialization
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.
PAINTER
Skill Specialization
Gain +3 in the Painting skill.
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. (1/Week)
PERCEPTIVE
Skill Specialization
Gain +3 in the Perceiving skill.
When you make a check with another skill that has the
Observation tag, you can add 1⁄2 your Perceiving as an
additional bonus. (1/Rest)
PERFORMER
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Performance tag.
PERSUASIVE
Skill Specialization
Gain +3 in the Persuading skill.
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. (1/Rest)
PICKPOCKET
Skill Specialization
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 concealable tag as well. Only two such
items can gain this benefit at a time.
POLITICIAN
Skill Specialization
Gain +3 in the Politics skill.
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. (1/Week)
POTTER
Skill Specialization
Gain +3 in the Pottery skill.
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. (1/Week)
POWERLIFTER
Skill Specialization
Gain +3 in the Athletics skill.
You can carry two additional Unwieldy items without
being encumbered.
PRACTICE MAKES PERFECT
Skill Specialization
You gain 6 Skill Points 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 DEX instead
of your INT for your Skill Check.
RELIGIOUS
Skill Specialization
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).
S CAV E N G E R
Skill Specialization
Gain +3 in the Scavenging skill.
When you fail a Scavenging check, you may instead treat
it as the lowest tier of success. (1/Rest)
SMITH
Skill Specialization
Gain +3 in the Smithing skill.
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. (1/Week)
SNEAK
Skill Specialization
Gain +3 in the Sneaking skill.
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. (1/Rest)
SPRINTER
Skill Specialization
Gain +3 in the Sprinting skill.
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. (1/Rest)
STA M I N A
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Stamina tag.
STRONG
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills that
use the STR attribute.
SUBVERTER
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Subterfuge tag.
S U RV I VA L I ST
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills with
the Survival tag.
SWIMMER
Skill Specialization
Gain +3 in the Athletics skill.
You may give yourself a Swimming speed equal to your
walking speed for 1 minute. (1/Rest)
TRACKER
Skill Specialization
Gain +3 in the Tracking skill.
When you fail a Tracking skill check, you may count it as
the lowest tier of successful. (1/Rest)
TUMBLER
Skill Specialization
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.
W E AV E R
Skill Specialization
Gain +3 in the Weaving skill.
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. (1/Week)
WHITTLER
Skill Specialization
Gain +3 in the Woodcarving skill.
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. (1/Week)
| Feature
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Tags
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PreReq
|
Discreption
|