Specialization Talents: Difference between revisions

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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.
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
=== Combat Stack ===
These talents will help you in a variety of combat situations.
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Description
!Tags
!Tags
!Discreption
|-
|-
|Bull Rush
|'''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.
|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]]''
|-
|-
|Exploitative
|'''Exploitative'''
|Combat
|You gain the ability to Exploit
|You gain the ability to Exploit
|''Combat''
|-
|-
|Giant Slayer
|'''Giant Slayer'''
|Combat
|Gain TA against creatures that are one or more Sizes larger than you.
|Gain TA against creatures that are one or more Sizes larger than you.
|''Combat''
|-
|-
|Opportunist
|'''Opportunist'''
|Combat
|You gain +2 to hit on Exploit attacks.
|You gain +2 to hit on Exploit attacks.
|''Combat''
|}
|}


==='''ARCHERY STACK'''===
==='''Archery Stack'''===


{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!PreReq
!Description
!Tags
!Tags
!PreReq
!Discreption
|-
|-
|Careful Shot
|'''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.
|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.
|''Combat, Archery''
|-
|-
|Cool Under Pressure
|'''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.
|When you make a Ranged weapon attack and are within 5 ft of a hostile creature, you do not gain any TD.
|''Combat, Archery''
|-
|-
|Guarded Shot
|'''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.
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.
|''Combat, Archery''
|-
|-
|Point Blank Shot
|'''Point Blank Shot'''
|Combat, Archery
|Guarded 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).
|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''
|-
|-
|Power Shot
|'''Power Shot'''
|Combat, Archery
|Guarded Shot
|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.
|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.
|''Combat, Archery''
|}
|}


==='''CRIT STACK'''===
===Critical Stack===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReg
!PreReg
!Discreption
!Discreption
!Tags
|-
|-
|Astounding Critical
|'''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.
|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.
|''Combat, Crit''
|-
|-
|Go For The Knees
|'''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.
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.
|''Combat, Crit''
|-
|-
|Gore
|'''Gore'''
|Combat, Crit
|Prerequisites: Bull Rush
|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.
|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''
|-
|-
|Impale
|'''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.
|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.
|''Combat, Crit''
|-
|-
|Opportunistic Crit
|'''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.
|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''
|-
|-
|Slow And Steady
|'''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.
|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.
|''Combat, Crit''
|-
|-
|Training Meets Opportunity
|'''Training Meets Opportunity'''
|Combat, Crit
|Weapon Expertise
|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.
|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''
|}
|}


==='''DUAL WIELDING STACK'''===
===Dual-Wielding Stack===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|Basic Dual Wield
|'''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.
|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''
|-
|-
|Advanced Dual Wield
|'''Advanced Dual Wield'''
|Combat, Two-Weapon Fighting
|Basic 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 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).
|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).
|''Combat, Two-Weapon Fighting''
|-
|-
|Blade Blocker
|'''Blade Blocker'''
|Combat, Two-Weapon Fighting
|Basic Dual Wield
|Basic Dual Wield
|While you are using two weapons, you gain Resist Physical 2 against melee attacks.
|While you are using two weapons, you gain Resist Physical 2 against melee attacks.
|''Combat, Two-Weapon Fighting''
|-
|-
|Blade Blocker II
|'''Blade Blocker II'''
|Combat, Two-Weapon Fighting
|Blade Blocker, Dual Wield IV
|Blade Blocker, Dual Wield IV
|Blade Blocker becomes Resist Physical 4.
|Blade Blocker becomes Resist Physical 4.
|''Combat, Two-Weapon Fighting''
|-
|-
|Dual Wield
|'''Dual Wield'''
|Combat, Two-Weapon Fighting
|Basic 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.
|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''
|-
|-
|Dual Wield II
|'''Dual Wield II'''
|Combat, Two-Weapon Fighting
|Dual Wield
|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).
|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''
|-
|-
|Dual Wield III
|'''Dual Wield III'''
|Combat, Two-Weapon Fighting
|Dual Wield II, STR 2
|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.
|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''
|-
|-
|Dual Wield IV
|'''Dual Wield IV'''
|Combat, Two-Weapon Fighting
|Dual Wield III, STR 4
|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.
|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''
|}
|}


==='''ONE- HANDED STACK'''===
==='''One-Handed Stack'''===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|Duelist
|'''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.
|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''
|-
|-
|Lunge
|'''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.
|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.
|''Combat, One-Handed Fighting''
|}
|}


==='''TWO-HANDED STACK'''===
==='''Two-Handed Stack'''===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|Rend
|'''Rend'''
|Combat, Two-Handed Fighting
|STR 2
|STR 2
|Gain the Rend ability.
|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''' 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)
|''Combat, Two-Handed Fighting''
|-
|-
|Red II
|'''Red II'''
|Combat, Two-Handed Fighting
|Rend
|Rend
|Rend becomes END/Recoup.
|Rend becomes END/Recoup.
|''Combat, Two-Handed Fighting''
|-
|-
|Rend III
|'''Rend III'''
|Combat, Two-Handed Fighting
|Rend II, STR 6
|Rend II, STR 6
|Rend becomes END/Catch Breath.
|Rend becomes END/Catch Breath.
|''Combat, Two-Handed Fighting''
|-
|-
|Great Rend
|'''Great Rend'''
|Combat, Two-Handed Fighting
|Rend, STR 4
|Rend, STR 4
|When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP. (2/Recoup)
|When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP. (2/Recoup)
|''Combat, Two-Handed Fighting''
|-
|-
|Great Rend II
|'''Great Rend II'''
|Combat, Two-Handed Fighting
|Great Rend I, STR 8
|Great Rend I, STR 8
|Great Rend becomes 2/Catch Breath.
|Great Rend becomes 2/Catch Breath.
|''Combat, Two-Handed Fighting''
|-
|-
|Great Rend III
|'''Great Rend III'''
|Combat, Two-Handed Fighting
|Great Rend II, STR 10
|Great Rend II, STR 10
|You may use your Great Rend ability indefinitely.
|You may use your Great Rend ability indefinitely.
|''Combat, Two-Handed Fighting''
|-
|-
|Hacking Blow
|'''Hacking Blow'''
|Combat, Two-Handed Fighting
|Rend
|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.
|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.
|''Combat, Two-Handed Fighting''
|}
|}


'''WEAPON STACK'''
=== '''Weapon Stack''' ===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|Weapon Expertise
|'''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.
|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.
|''Combat, Weapon''
|-
|-
|Weapon Mastery
|'''Weapon Mastery'''
|Combat, Weapon
|Weapon Expertise
|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.
|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.
|''Combat, Weapon''
|-
|-
|Improved Weapon Mastery
|'''Improved Weapon Mastery'''
|Combat, Weapon
|Weapon Mastery
|Weapon Mastery
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by 1.
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by 1.
|''Combat, Weapon''
|}
|}


==='''COMMAND STACK'''===  
==='''Command Stack'''===
These talents will make you better at commanding a room or battlefield with your undeniable presence.
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|Charmer
|'''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)
|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)
|''Command, Social''
|-
|-
|Charmer II
|'''Charmer II'''
|Command, Social
|Charmer
|Charmer
|Charmer becomes 2/Catch Breath.
|Charmer becomes 2/Catch Breath.
|''Command, Social''
|-
|-
|On Your Feet
|'''On Your Feet'''
|Command, Social
|
|
|You may spend 1 AP to pull an adjacent ally up from being Prone.
|You may spend 1 AP to pull an adjacent ally up from being Prone.
|''Command, Social''
|}
|}


==='''DEFENSE STACK'''===
==='''Defense Stack'''===
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage.
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|Ain't No Grave
|'''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.
|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''
|-
|-
|Hardy
|'''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.
|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''
|-
|-
|Hardy II
|'''Hardy II'''
|Defense
|Hardy, Level 10
|Hardy, Level 10
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level) d(X)+(Level x3). Additionally, each time you level up, gain +1 additional HP.
|You gain additional 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''
|-
|-
|Hardy III
|'''Hardy III'''
|Defense
|Hardy II, Level 15
|Hardy II, Level 15
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). You suffer no negative effects from Fatigue for the first day you are fatigued (allowing you to remove Death Points normally). This ability resets when your fatigue is removed. Additionally, each time you level up, gain +1 additional HP.
|You gain additional 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''
|-
|-
|Meat Pile
|'''Meat Pile'''
|Defense
|Hardy
|Hardy
|You gain -2 REF, and gain HP equal to your Level. Your HP die size becomes 1d20 and you can recalculate your HP following this modified formula: 10+(Level)d20+(Level x2). However, your AR and physical defenses can never exceed 11. You must roll for your HP when you have this talent.
|You 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''
|}
|}


==='''ARMOR STACK'''===
==='''Armour Stack'''===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!PreReq
!Description
!Tags
!Tags
!PreReq
!Discreption
|-
|-
|Evasive
|'''Evasive'''
|Defense, Armor
|Incompatible: Lucky Placement, Impulse, Tough
|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.
|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''
|-
|-
|Evasive II
|'''Evasive II'''
|Defense, Armor
|Evasive
|Evasive
|Your AR cannot exceed 18 when you use this feature.
|Your AR cannot exceed 18 when you use this feature.
|''Defense, Armor''
|-
|-
|Evasive III
|'''Evasive III'''
|Defense, Armor
|Evasive II
|Evasive II
|Your AR has no limit when you use this feature.
|Your AR has no limit when you use this feature.
|''Defense, Armor''
|-
|-
|Can't Kill What You Can't Catch
|'''Can't Kill What You Can't Catch'''
|Defense, Armor
|Evasive
|Evasive
|When an attack that targets your REF misses you, you may move 5 ft.
|When an attack that targets your REF misses you, you may move 5 ft.
|''Defense, Armor''
|-
|-
|Perfect Dodge
|'''Perfect Dodge'''
|Defense, Armor
|Evasive II
|Evasive II
|If you would take half damage from an attack that targets your REF, you instead take no damage.
|If you would take half damage from an attack that targets your REF, you instead take no damage.
|''Defense, Armor''
|-
|-
|Heavy Armor Mastery
|'''Heavy Armor Mastery'''
|Defense, Armor
|
|
|Your movement is no longer restricted by wearing heavy armor.
|Your movement is no longer restricted by wearing heavy armor.
|''Defense, Armor''
|-
|-
|Impulse
|'''Impulse'''
|Defense, Armor
|Incompatible: Evasive, Tough
|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
|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.
do.
|''Defense, Armor''
|-
|-
|Impulse II
|'''Impulse II'''
|Defense, Armor
|Impulse
|Impulse
|Your AR cannot exceed 18 when you use this feature.
|Your AR cannot exceed 18 when you use this feature.
|''Defense, Armor''
|-
|-
|Impulse III
|'''Impulse III'''
|Defense, Armor
|Impulse II
|Impulse II
|Your AR has no limit when you use this feature.
|Your AR has no limit when you use this feature.
|''Defense, Armor''
|-
|-
|Light Armor Trainee
|'''Light Armor Trainee'''
|Defense, Armor
|
|
|You gain +1 AR, REF, and FORT while wearing light armor.
|You gain +1 AR, REF, and FORT while wearing light armor.
|''Defense, Armor''
|-
|-
|Lucky Placement
|'''Lucky Placement'''
|Defense, Armor
|Incompatible: Evasive
|Incompatible: Evasive
|You can use your LUCK (max +4), instead of your DEX, when calculating your REF.
|You can use your LUCK (max +4), instead of your DEX, when calculating your REF.
|''Defense, Armor''
|-
|-
|Lucky Placement II
|'''Lucky Placement II'''
|Defense, Armor
|Lucky Placement
|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.
|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''
|-
|-
|Lucky Placement III
|'''Lucky Placement III'''
|Defense, Armor
|Lucky Placement
|Lucky Placement
|You can use your LUCK, instead of your DEX, when calculating your REF.
|You can use your LUCK, instead of your DEX, when calculating your REF.
|''Defense, Armor''
|-
|-
|Second Skin: Light Armor
|'''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.
|Choose one type of light armor (such as leather or gambeson). Gain the armor’s Resist bonus when wearing that type of armor.
|''Defense, Armor, Repeatable''
|-
|-
|Second Skin: Medium 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.
|Choose one type of medium armor (such as brigandine or lamellar). Gain the armor’s Resist bonus when wearing that type of armor.
|''Defense, Armor, Repeatable''
|-
|-
|Second Skin: Heavy 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.
|Choose one type of heavy armor (chainmail or plate). Gain the armor’s Resist bonus when wearing that type of armor.
|''Defense, Armor, Repeatable''
|-
|-
|Second Skin: Shields
|'''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.
|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.
|''Defense, Armor, Repeatable''
|-
|-
|Tough
|'''Tough'''
|Defense, Armor
|Incompatible: Evasive, Impulse
|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.
|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''
|-
|-
|Tough II
|'''Tough II'''
|Defense, Armor
|Prerequisites: Tough
|Prerequisites: Tough
|Your AR cannot exceed 18 when you use this feature.
|Your AR cannot exceed 18 when you use this feature.
|''Defense, Armor''
|-
|-
|Tough III
|'''Tough III'''
|Defense, Armor
|Prerequisites: Tough II
|Prerequisites: Tough II
|Your AR has no limit when you use this feature.
|Your AR has no limit when you use this feature.
|''Defense, Armor''
|-
|-
|Unarmored Awareness
|'''Unarmored Awareness'''
|Defense, Armor
|Prerequisites: Unarmored Defense
|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)
|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)
|''Defense, Armor''
|-
|-
|Unarmored Awareness II
|'''Unarmored Awareness II'''
|Defense, Armor
|Unarmored Awareness
|Unarmored Awareness
|You can use this ability once for 0 Reactive AP, and indefinitely by spending 2 Reactive AP. Your free use of this ability recharges when you Catch your Breath.
|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''
|-
|-
|Unarmored Awareness III
|'''Unarmored Awareness III'''
|Defense, Armor
|Unarmored Awareness II
|Unarmored Awareness II
|You have three free uses of Unarmored Awareness, which you regain when you Catch your Breath. Subsequent uses of Unarmored Awareness cost only 1 AP.
|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''
|-
|-
|Unarmored Awareness IV
|'''Unarmored Awareness IV'''
|Defense, Armor
|Unarmored Awareness III, Level 15
|Unarmored Awareness III, Level 15
|Your unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle.
|Your unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle.
|''Defense, Armor''
|}
|}


==='''DEFENSIVE MANEUVERS STACK'''===
==='''Defensive Maneuvers Stack'''===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!PreReq
!Description
!Tags
!Tags
!PreReq
!Discreption
|-
|-
|Barrel Roll
|'''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).
|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).
|''Defense, Defensive Maneuvers''
|-
|-
|Barrel roll II
|'''Barrel roll II'''
|Defense, Defensive Maneuvers
|Barrel Roll
|Barrel Roll
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.
|''Defense, Defensive Maneuvers''
|-
|-
|Brawler
|'''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.
|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''
|-
|-
|Human Shield
|'''[[Human]] Shield'''
|Defense, Defensive Maneuvers
|
|
|You gain +2 to your physical defenses while you have an enemy Grappled.
|You gain +2 to your physical defenses while you have an enemy Grappled.
|''Defense, Defensive Maneuvers''
|-
|-
|Lurker
|'''Lurker'''
|Defense, Defensive Maneuvers
|
|
|When you are Concealed, your AR and your Physical Defenses increase by +2.
|When you are Concealed, your AR and your Physical Defenses increase by +2.
|''Defense, Defensive Maneuvers''
|}
|}


==='''SHIELD STACK'''===
==='''Shield Stack'''===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!Tags
Line 509: Line 494:
|Defense, Shield
|Defense, Shield
|Medium Shield Training
|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)
|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
|Medium Shield Training III
Line 574: Line 559:
|}
|}


==='''MISC STACK'''===
==='''Misc Stack'''===
These talents offer a variety of miscellaneous bonuses.
These talents offer a variety of miscellaneous bonuses.
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!Tags
Line 594: Line 578:
|}
|}


==='''PRIMAL ASPECT TALENTS'''===
==='''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.
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.
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!Tags
Line 643: Line 626:
==='''PRIMAL ASPECT TALENTS'''===
==='''PRIMAL ASPECT TALENTS'''===
{| class="wikitable"
{| class="wikitable"
|+
!TalentName
!TalentName
!Talent Ability
!Talent Ability
Line 691: Line 673:
|Skill Specialization, Repeatable
|Skill Specialization, Repeatable
|
|
|Gain 6 Skill Points, which you can spend on any skills with the Acrobatics tag.
|Gain 6 Skill Points, which you can spend on any [[skills]] with the Acrobatics tag.
|-
|-
|Alchemy Expert
|Alchemy Expert
Line 718: Line 700:
|Skill Specialization
|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|arcane magic]] through a different talent, use that magic attribute
|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|arcane magic]] through a different talent, use that magic attribute
instead.
instead.
|-
|-
Line 797: Line 779:
|Skill Specialization
|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.
|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
|Charismatic
Line 890: Line 872:
|Skill Specialization
|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.
|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
|Empathetic