Specialization Talents: Difference between revisions

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(Created page with "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. {| class="wikitable" |+ !Feature !Tags !Discreption |- |BULL RUSH |Combat |If you move 10 ft or more on your turn in a str...")
 
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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.
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!Tags
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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.
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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
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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.
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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)
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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)
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