Specialization Talents: Difference between revisions

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|''Defense, Shield''
|''Defense, Shield''
|CRB
|CRB
|}
== Misc Stack ==
These talents offer a variety of miscellaneous bonuses.
{| class="wikitable"
!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
|}
=== 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.
{| class="wikitable"
!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 ====
{| class="wikitable"
!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.
|}
|}


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|CRB
|CRB
|}
|}
== Additional Specialization Stacks ==
=== Misc Stack ===
These talents offer a variety of miscellaneous bonuses.
{| class="wikitable"
!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
|}
=== 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.
{| class="wikitable"
!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 ====
{| class="wikitable"
!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 ===