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INTRODUCTION The talents listed here have been examined and reexamined carefully in order to mesh them perfectly with the existing system. Many are completely new, but many others are based on existing class abilities or have been pulled from the existing body of open game content. In any case, every talent has been carefully examined and, in most cases, changed for purposes of clarity, game balance, or proper interaction with other abilities. At times, some were changed to make them more versatile in a system that anticipates frequent multiclassing. Therefore, even when a new talent shares the name of a published talent you may know, all the talents listed here should be read carefully whenever they are selected for a character. The overall function of talents, however, remains completely unchanged. As always, talents are special abilities or qualities available only to characters of a certain class or occupation. Unlike feats, which can be learned by anyone, talents represent special training available only to select members of the core classes. Talents are considered to be extraordinary abilities. Like feats, some talents have prerequisites that must
TALENT TREE COMPENDIUM COMPEND IUM
TALENTT TREES BY CLASS TALEN CHARISMATIC HERO TALENTS
SMART HERO TALENTS
1,000 Faces Talent Tree Authority Talent Tree Information Informat ion Talent Tree Instruction Talent Tree Notoriety Talent Tree Privilege Talent Tree Threatening Talent Tree Tree Weapon Display Dis play Talent Tree Well-Traveled Well-Traveled Talent Tree
Business Sense Talent Tree Combat Interaction Talent Tree Craft Talent Tree Deduction Deductio n Talent Tree Tree Engineering Expert Talent Tree Intuitive Leap Talent Tree Tree Mechanical Aptitude Talent Tree Precision Talent Tree Quick Thinking Talent Tree Skill Enhancement Talent Tree Tactical Tactical Talent Talent Tree Tree
DEDICATED HERO TALENTS Animal Friendship Talent Tree Attentive Talent Tree God of Gamblers Talent Tree Diagnosis Diagnosi s Talent Tree Tree Favored Enemy Talent Tree Lore Talent Tree Martial Discipline Talent Tree Natural Hunter Talent Tree Paranoia Talent Tree Sleuth Talent Tree Weapon of Choice Talent Tree Wilderness Expert Talent Tree
STRONG HERO TALENTS Bruiser Talent Tree Brute Talent Tree Feats of Strength Talent Tree Foe Hammer Talent Tree Hurling Talent Tree Melee Brute Talent Tree Mighty Talent Tree Soldiery Talent Tree Wrestling Talent Tree
TOUGH HERO TALENTS
FAST HERO TALENTS
Bulletproof Bulletproo f Talent Tree Tree Death’s Door Talent Tree Grappling Resistance Talent Tree Hardened Talent Tree Magic Resistance Talent Tree Protector Talent Tree Rage Talent Tree Survivalist Talent Tree Vigor Talent Tree
Acrobatic Talent Tree Elusive Talent Tree Eciency Ecienc y Talent Tree Tree Instinctive Response Talent Tree Point Blank Range Talent Tree Speed Wrestling Wrestlin g Talent Tree Tree Thug Talent Talent Tree Tree Unarmed Prodigy Talent Tree be met before a character can select them. Talents form talent trees, where each talent requires, and builds upon, the preceding talent. Other talents may require feats or a minimum base attack bonus as prerequisites. When a character gains a level and a talent in the corresponding class, he may choose any talent listed as being available to his class (assuming he meets all other prerequisites). prerequisites). As always, the GM is the nally arbiter of how, or if,
any Modern d20 talent or feat is available. The talent trees trees are grouped grouped together together by base class, class, and the base classes are listed in alphabetical order (not in the order their equivalent ability scores appear on a d20 character sheet).
CHARISMATIC HERO TALENTS “*” = Modern advanced or prestige classes exist which may provide the Charismatic hero with a class ability
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TALENT TREE COMPENDIUM COMPEND IUM
TALENTT TREES BY CLASS TALEN CHARISMATIC HERO TALENTS
SMART HERO TALENTS
1,000 Faces Talent Tree Authority Talent Tree Information Informat ion Talent Tree Instruction Talent Tree Notoriety Talent Tree Privilege Talent Tree Threatening Talent Tree Tree Weapon Display Dis play Talent Tree Well-Traveled Well-Traveled Talent Tree
Business Sense Talent Tree Combat Interaction Talent Tree Craft Talent Tree Deduction Deductio n Talent Tree Tree Engineering Expert Talent Tree Intuitive Leap Talent Tree Tree Mechanical Aptitude Talent Tree Precision Talent Tree Quick Thinking Talent Tree Skill Enhancement Talent Tree Tactical Tactical Talent Talent Tree Tree
DEDICATED HERO TALENTS Animal Friendship Talent Tree Attentive Talent Tree God of Gamblers Talent Tree Diagnosis Diagnosi s Talent Tree Tree Favored Enemy Talent Tree Lore Talent Tree Martial Discipline Talent Tree Natural Hunter Talent Tree Paranoia Talent Tree Sleuth Talent Tree Weapon of Choice Talent Tree Wilderness Expert Talent Tree
STRONG HERO TALENTS Bruiser Talent Tree Brute Talent Tree Feats of Strength Talent Tree Foe Hammer Talent Tree Hurling Talent Tree Melee Brute Talent Tree Mighty Talent Tree Soldiery Talent Tree Wrestling Talent Tree
TOUGH HERO TALENTS
FAST HERO TALENTS
Bulletproof Bulletproo f Talent Tree Tree Death’s Door Talent Tree Grappling Resistance Talent Tree Hardened Talent Tree Magic Resistance Talent Tree Protector Talent Tree Rage Talent Tree Survivalist Talent Tree Vigor Talent Tree
Acrobatic Talent Tree Elusive Talent Tree Eciency Ecienc y Talent Tree Tree Instinctive Response Talent Tree Point Blank Range Talent Tree Speed Wrestling Wrestlin g Talent Tree Tree Thug Talent Talent Tree Tree Unarmed Prodigy Talent Tree be met before a character can select them. Talents form talent trees, where each talent requires, and builds upon, the preceding talent. Other talents may require feats or a minimum base attack bonus as prerequisites. When a character gains a level and a talent in the corresponding class, he may choose any talent listed as being available to his class (assuming he meets all other prerequisites). prerequisites). As always, the GM is the nally arbiter of how, or if,
any Modern d20 talent or feat is available. The talent trees trees are grouped grouped together together by base class, class, and the base classes are listed in alphabetical order (not in the order their equivalent ability scores appear on a d20 character sheet).
CHARISMATIC HERO TALENTS “*” = Modern advanced or prestige classes exist which may provide the Charismatic hero with a class ability
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TALENT TREE COMPENDIUM similar, or identical, to this talent; a Charismatic hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specied as a prerequisite prerequisite for that talent.
group of people, that Quick Change does not count against the number of times the character is permitted to use the ability per game session. The presence of the crowd makes it much easier for the Charismatic hero to disappear. He cannot use this benet if the crowd is hostile or if the Charismatic hero does not share the crowd’s basic dress or ethnicity. Prerequisites: Quick change, a thousand faces Perfect Mimicry: Once per game session, the Charismatic hero may perfectly imitate the appearance, speech, and mannerisms of any one person. After studying the target for a number of days equal to the target’s level, the Charismatic hero may add his own character level to any Disguise or Perform checks made while imitating the target. Prerequisites: Fake it, quick change
1,000 Faces Talent Tree
Like the super-spies of cinematic legend, the Charismatic hero has an amazing facility for disguise and impersonation. Quick Change: Once per game session, as a standard action, the Charismatic hero can change his mannerisms and clothes just enough to appear to be someone else. Essentially, he can use the Disguise skill without the usual time and without suering the penalty for not using a disguise kit. The character cannot use this skill while being observed, unless he is momentarily able to step out of sight (e.g. behind a column at a bus station). This disguise will not make Authority Talent Tree the Charismatic hero appear to be a specic person This Charismatic hero wears the mantle of author(at least, not to anyone who actually knows that ity naturally, and can convince people to reconsider person well), but can denitely make the character reckless or foolhardy actions. appear not to be himself. The quick change disguise Authority: Twice Authority: Twice per day, the Charismatic hero can stands up normally under casual scrutiny, but any add her base Will save to a Diplomacy check or Intimicareful inspection receives a +5 circumstance bonus date check. This talent can be selected multiple times; to penetrate the disguise. This talent can be taken each additional selection allows the Charismatic hero multiple times, allowing an extra use of this ability to use the ability one additional time per day. per game session each time. Nonlethal Force*: The Charismatic hero becomes A Thousand Faces*: The Faces*: The Charismatic Charismatic hero hero becomes becomes adept at using nonlethal force to subdue an oppoa master of the quick disguise. He can don a convinc- nent. A character with this talent can deal nonlethal ing disguise in one-tenth the normal time (1d4 min- damage with a weapon that normally deals lethal utes). damage (if she so chooses) without taking the normal Convincing: Once Convincing: Once per session, the Charismatic hero –4 penalty on the attack roll. may spend 1 action point to force an opponent to re“Freeze!”: “Freeze!”: Through a combination of persuasion roll a successful skill check that would penetrate his and intimidation, the Charismatic hero may condisguise or cover. vince one target to cease any attempts to harm her. Fake It: It: Once per game session, the Charismatic Three times per game session, as a full-round action, hero may credibly pretend to have a skill that he the Charismatic hero may make an Intimidate check does not possess. This does not allow him to use the against a single individual with a DC equal to 10 + the skill; it merely allows him to act as if he can. Thus, he target’s target’s Will save bonus. If the check is successful, the could stand next to a surgeon and pretend to know target cannot attack the character for a number of what’s what’s going on, but he couldn’t perform the surgery rounds equal to 2 plus the Charismatic hero’s Charishimself with the actual skill required to do so. When ma modier (minimum 1 round). This eect ends inrequired to make a Blu check to fake having the skill, stantly if the Charismatic hero inicts lethal damage the Charismatic hero gains a +20 competence bonus. on the target. However, the target may still take other This talent can be taken multiple times, allowing an actions, such as running or attacking the Charismatic extra use of this ability per game session each time. hero’s allies. The Charismatic hero can only use this Prerequisite: Quick change ability on targets at least 1 character level lower than Face in the Crowd: When the Charismatic hero uses herself. Prerequisite: Authority his Quick Change talent while in a crowd or large
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TALENT TREE COMPENDIUM Shakedown: Through a combination of persuasion and intimidation, the Charismatic hero may convince one target to give up his weapons and come along quietly. Once per session, when the Charismatic hero makes a successful check to use the “Freeze!” talent on a target, she can also convince the target to drop or abandon one item with a Purchase DC equal to or less than the character’s Intimidate check result. This talent can be taken up to three times, with each additional choice of this talent allowing the Charismatic hero to use this ability with her “Freeze!” talent an additional time per day. Prerequisites: Authority, “Freeze!”
helpful, friendly, indierent, or unfriendly toward her or an organization she represents. Dealing with individuals or organizations that are hostile requires the Charismatic hero to make Wealth checks as usual when using the Gather Information skill. Prerequisite: Character level 7
Instruction Talent Tree As a master of social skills, the Charismatic hero is one of the best instructors in the world. In settings where the advancement of technology demands ever-increasing levels of technical knowledge, unprepared adventurers can nd themselves quickly overwhelmed. Fortunately, Charismatic heroes with talents from this tree can step in and provide a crash course in almost any subject, keeping their allies up to speed in a rapidly changing world. Each target character can benet from only one talent from the Instruction Talent Tree at a time, so if an ally is the target of the Teach Skill target he may not be targeted by any other talent in the tree. Use of this talent requires one hour of uninterrupted time with the target characters. Duration: The following talents each allow the Charismatic to impart some knowledge on his allies for a short period of time. For each talent, the number of characters that can be taught is equal to the character’s Charisma modier, and the duration that the target characters benet from the talent is a number of minutes equal to the instructor’s character level times 3. Teach Skill: The Charismatic hero can provide a small amount of education in one skill. The character chooses one skill in which he has placed 4 or more ranks; each target of the Teach Skill talent gains a +2 competence bonus to checks made with that skill. Additionally, the bonus provided by this feat counts as skill ranks for the purposes of determining whether or not the character is considered trained in the skill. Teach Feat: The Charismatic hero can provide instruction in the use of one feat. The character chooses one feat he possesses; each target of the Teach Feat talent gains the temporary use of that feat, provided that they could normally qualify for that feat. Any characters that cannot qualify for the feat being taught gain no benet from this talent. Prerequisite: Teach skill Teach Talent: The Charismatic hero can provide instruction in the use of one talent. The character
Information Talent Tree The Charismatic hero gets to know a lot of people, and knows how to get them to talk. Contact*: The Charismatic hero cultivates associates and informants. Each time the Charismatic hero gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the contact must be an ordinary character, not a Heroic character. Contacts include informants, black marketeers, crime lab workers, reporters, street people, store clerks, taxi drivers, bureaucrats, clerical workers, security guards, and others who can provide limited aid and information pertaining to the character’s investigations. A contact will not accompany the character on missions or risk his or her life. A contact can, however, provide information or render a service (make a specic skill check on the Charismatic hero’s behalf). Word on the Street*: The Charismatic hero lters information constantly and remembers everything. Through regular contacts, gossip, internet chats, and other situations, he has a deep knowledge of everyday things. The Charismatic hero can make a Gather Information check on general or specic information instantaneously, and spends only an hour making a Gather Information check for restricted information. Retries may be made under normal rules. Protected information still requires 1d4+1 hours for a check. The purchase DC for using Gather Information is reduced by 10. Information Access*: The Charismatic hero can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are
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TALENT TREE COMPENDIUM chooses one feat he possesses; each target of the that ability and this one on the same roll. Prerequisites: Lawbreaker, code of silence Teach Talent ability gains the temporary use of that talent, provided that they could normally qualify for that feat. A character who cannot qualify for the talPrivilege Talent Tree ent being taught gains no benet from this talent. This Charismatic hero enjoys advantages that those Additionally, Teach Talent may not be used to impart of lesser wealth or social status can only imagine. the use of any talent from the Instruction Talent Tree Upgrade*: When the Charismatic hero buys a ticket on the targets. to a show or for transportation, he or she can make a Prerequisites: Teach skill, teach feat Diplomacy check to get that ticket upgraded. DCs are Teach Class Feature: The Charismatic can provide given below. instruction in the use of one class feature (from an advanced class or prestige class). The character chooses Upgrade Diplomacy DC one class feature he possesses; each target of the Seat at sporting event to eld 10 Teach Class Feature talent gains the temporary use of pass that class feature, provided that they could normally Hotel room to suite 15 qualify for that feature (assuming the class feature has any other prerequisites). Any characters that canConcert or theater ticket to 20 not qualify for the class feature being taught gain no backstage pass benet from this talent. Economy transportation to 25 Prerequisites: Teach skill, teach feat, teach talent rst-class
Notoriety Talent Tree
Prerequisites: Character level 2, and the total of the character’s Wealth Bonus and Reputation Bonus must exceed 11 “He’s With Me”: The Charismatic hero’s friends and allies can use their connections to her to their advantage in social situations, if she lays the groundwork. When the Charismatic hero succeeds at a Blu or Intimidate check against an opponent in which her Reputation bonus was a positive factor, she can spend an action point to give her allies a bonus to checks with that same skill against that specic opponent for a number of days equal to her Charisma modier. The bonus is equal to half the Charismatic hero’s character level (rounded down). When the Charismatic hero rst uses this ability, she must designate a maximum number of allies equal to 1 + her Charisma modier who can take advantage of it—these allies are the ones she works into her lies or threats, giving them an easy connection to draw upon. Multiple uses of this talent do not stack for purposes of determining the bonus granted or the eect’s duration. Prerequisite: Character level 3 Undue Inuence*: If the Charismatic hero is arrested for a crime, he can make a Diplomacy check to use his inuence to avoid suering the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the character succeeds. See Table:
The Charismatic hero’s activities seem to mark him as a member of the criminal element—whether he likes it or not. Lawbreaker: Due to his natural condence and his connections to others engaged in illegal activities, the character may add half his Reputation (round down) as a morale bonus to all Gather Information and Intimidation rolls. This stacks with any bonus or penalty that may or may not be gained from Reputation. Code of Silence: The character is feared on the streets, and people are reluctant to discuss him. The Charismatic hero’s Reputation score is added to the DC of all Gather Information rolls made to obtain knowledge of the character’s whereabouts, history or activities. Prerequisite: Lawbreaker Street Cred*: The Charismatic hero has developed such a reputation for his violent tendencies that even people who dislike him are afraid to cross him. Whenever the character’s Reputation modies an Intimidate roll, whether as a bonus or a penalty, the character may add his base Will save as a bonus to that Intimidate check. In addition, whenever the character’s Reputation is applied as a penalty to any roll, he may oset this by adding his Will save as a bonus to that same roll. If the character has the authority talent (from the Authority talent tree), he can use
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TALENT TREE COMPENDIUM Undue Inuence for Diplomacy check DCs based on the severity of the crime. If one of the Charismatic hero’s allies is arrested for a crime and unable to secure her own release, the character may intercede on the ally’s behalf at a –5 to his Diplomacy check. Multiple Charismatic heroes with this talent may aid each other’s Diplomacy rolls to use it. Prerequisite: The total of the character’s Wealth Bonus and Reputation Bonus must exceed 16
per each additional startle attempt against them in the same encounter. Shake: The Charismatic hero can spend an Action Point to attempt to shake his opponents. A single use of this ability can aect a number of creatures equal to half the character’s level. Roll an Intimidate check; those targeted by the character must make a Will save equal to the Charismatic hero’s Intimidate check or become shaken. A shaken creature suers a –2 morale penalty on all attack rolls, saving throws, skill checks, and ability checks. Prerequisite: Intimidating presence Terrify: When the Charismatic hero makes a bull rush, a disarm attack, or trip attack, he may roll his Intimidate skill as a free action against a DC of 10. If the character succeeds, he may add a +2 circumstance bonus to the attack roll or check. For every 5 by which the character exceeds the DC, he may add an additional +1. Prerequisite: Intimidating presence Game Face: Charismatic heroes can take on an appearance and manner of extreme gravity. Opponents who see this fearsome glare must make a Will save or suer an additional 2 points of nonlethal damage
Threatening Talent Tree The Charismatic hero can develop a powerful force of personality, becoming highly skilled at intimidating others. Intimidating Presence: With this talent the Charismatic hero adds half his character level (rounded down, to a minimum of 1) as a competence bonus on any Intimidate checks. Startle: The Charismatic hero can make an Intimidate check rather than a Blu check to feint in combat. Targets can choose whether to resist the feint with Intimidate, Sense Motive, or a Will save, and gain a cumulative +1 bonus on their roll to resist the feint Table: Undue Inuence Severity of Crime Class 5
Class 4
Class 3
Class 2
Class 1
Examples Disturbing the peace, public intoxication, non-injurious trac violation
DC 15
Eect of Successful Diplomacy Check –2 penalty on subsequent Diplomacy checks in that area
Possession of controlled substance, injurious trac violation, operating business without a license, operating a vehicle without a license, assault without a deadly weapon Attempted bribery of a public ocial, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon Murder or manslaughter, fraud, smuggling, assault against a public ocial, tracking in controlled substances
20
–5 penalty on subsequent Diplomacy a checks in that area
25
–10 penalty on subsequent Diplomacy checks in the area
30
Legal fees, reputation loss, –15 penalty on subsequent Diplomacy checks in the area
Conspiracy against the government, 35 murder of a public ocial, sabotage of public utilities
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Some jail time, legal fees, reputation loss, –20 penalty on subsequent Diplomacy checks in the area—but the character will be spared execution
TALENT TREE COMPENDIUM every time the Charismatic hero inicts lethal or nonlethal damage upon them. Prerequisites: Intimidating presence, shake, terrify
Weapon Display Talent Tree
Charismatic hero. Prerequisites: Weapon display, greater weapon display Grand Weapon Display: This talent functions just as Advanced Weapon Display, detailed above, except that it aects a number of creatures equal to the character’s Charismatic hero level. Prerequisites: Weapon display, greater armed and dangerous, weapon display, advanced weapons display Intimidating Weapon Display: With this talent, the Charismatic hero can wield his weapon in such an intimidating fashion that it convinces his opponents to ght defensively. A number of opponents equal to or less than the character’s Charisma modier can be forced to make a Will save (DC 10 + the Charismatic hero’s Charisma modier + half the Charismatic hero’s class level) or begin ghting defensively. Opponents with the Expertise feat who fail the save begin using their expertise to maximum benet for their Defense. This eect continues for a number of rounds equal to the Charismatic hero’s Charisma modier. Those characters that are in a state of rage and those with an Intelligence score less than 3 are immune to this eect. A creature that successfully saves cannot be aected again by the same Charismatic hero’s Intimidating Weapon Display for 24 hours. Prerequisites: Weapon display, armed and dangerous Charismatic Fighter: Charismatic heroes with this talent can use their weapon in creative and unusual ways that grant them a bonus to their Defense. Either using the weapon in lightning-fast ashing parries, or using it oensively to shield oneself with a blindingly fast assault, using this talent adds a dodge bonus to the Charismatic hero’s Defense equal to the Charismatic hero’s Charisma bonus. The Charismatic hero only gains this bonus while actively engaged in combat. If he does anything other than attack or move and attack on his turn, he does not gain the Defense bonus from this talent. Prerequisite: Armed and dangerous
Warriors with this talent tree have probably spent more time learning how to perform impressive theatrics with their weapons than actually ght with them. Luckily, their opponents don’t know that. Professional wrestlers, stunt men, members of ceremonial units, and some Hollywood “martial arts” actors are typical users of this combat style. Armed and Dangerous: With this talent, the Charismatic hero adds a bonus equal to half his character level to all Intimidate checks while brandishing or displaying his weapon. Weapon Display: With this talent, a Charismatic hero can spend an Action Point to perform a ashy, intimidating display of prowess with his weapons. This causes a single opponent to make a Will save (DC 10 + the Charismatic hero’s Charisma modier + half the Charismatic hero’s base attack bonus) or become shaken. The target must be within 30 feet of the Charismatic hero, must have an Intelligence of 3 or more, and be able to see the Charismatic hero. Creatures with 6 or more Hit Dice are immune to this ability. If the target’s save fails, he suers a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws. The target also ees from the Charismatic hero as well as it can. If unable to ee, the target may ght. This eect lasts for a number of rounds equal to the Charismatic hero’s total character level. Prerequisite: Armed and dangerous Greater Weapon Display: This talent functions just like Weapon Display, except that it can aect a number of creatures equal to the Charismatic hero’s Charisma modier and creatures above 6 HD are not immune to the eects. Prerequisite: Armed and dangerous, weapon display Advanced Weapon Display: With this talent, the Charismatic hero spends 1 Action Point to handle his weapons in such an intimidating and professional manner that one selected opponent can not help but begin cowering in fear. The opponent must make a Well-Traveled Talent Tree Will save (DC 10 + the Charismatic hero’s Charisma The Charismatic hero’s path has taken her to many modier + half the Charismatic hero’s base attack dierent places, whether all over the world, across bonus) or begin to cower. The target must be within the continent, or through all the dierent cultural 30 feet of the Charismatic hero, must have an Intel- hubs of her home city. Whatever the reason, her ligence of 3 or more, and must be able to see the repeated interactions with dierent kinds of people
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TALENT TREE COMPENDIUM have given her a unique versatility. Rubbing Elbows: The Charismatic hero has spent a lot of time around foreign dignitaries and other people of rank or importance, and knows how to deal with them. The Charismatic hero doubles his Charisma bonus on all Charisma based skill rolls made to interact with people who have a higher social standing—or greater wealth—than the Charismatic hero. World Traveler: Seasoned travelers have a good sense for the common desires, fears, and prejudices that mark most human beings. The Charismatic hero can use the Diplomacy skill against humanoids with whom she does not share a common language. Through pantomime and other gestures, the character can put her message across. The character suers a –5 penalty to these checks, as this mode of communication pales compared to the spoken word. Versatile Traveler: With their wide range of experience, travelers pick up bits of information here and there that can prove useful in their varied pursuits. When faced with a dicult task, the Charismatic hero can recall bits of an overheard conversation, a legend from a distant land, or some similar bit of useful information. Other times, he simply draws on a hidden reservoir of strength and toughness cultivated by years spent on the road. He may make a single check using a skill of his choice as if he had ranks in it equal to his total class level + 3. This can be any skill, including one in which the Charismatic hero had no previous training. The character can use this ability three times per day.
classes exist which may provide the Dedicated hero with a class ability similar, or identical, to this talent; a Dedicated hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specied as a prerequisite for that talent.
Animal Friendship Talent Tree These characters are especially devoted to the care and well being of animals. Through their bond, they develop a kinship with animals and understand them almost empathically. Animal Anity: Dedicated heroes with this talent gain add their Wisdom bonus to all Handle Animal checks. In addition, the Dedicated hero can teach an animal a trick in one day rather than one week, but he suers a –10 modier to his Handle Animal check when he attempts to do so. Wild Empathy*: The Dedicated hero can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The character rolls 1d20 and adds one half the Dedicated hero’s character level (rounded down) and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Dedicated hero and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, inuencing an animal in this way takes 1 minute, but, as with inuencing people, it might take more or less time. Most domestic animals have a starting attitude of indierent, while most wild animals are unfriendly. (Exceptions exist: trained guard dogs may have an initial reaction of hostile to strangers.) In campaigns where magic exists, the character may also seek to inuence magical beasts
DEDICATED HERO TALENTS “*” = Modern advanced or prestige
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TALENT TREE COMPENDIUM (including those she has never encountered before) at a –4 penalty. Animal empathy does not function on vermin. Calm Animals: So long as the Dedicated hero is not suering the negative consequences of a fear-based eect, he may replace the Will save result of any animal he has taught at least one trick with a Handle Animal check. The animal must be able to see and hear the Dedicated hero and it must be within 60 feet of him. Feral Bond: The Dedicated hero forms close emotional ties to the animals he trains. When he sees an animal he has taught at least one trick in danger or otherwise threatened with harm, he gains a +2 morale bonus to attacks and a +4 morale bonus to Will saves against fear-based eects for the remainder of the encounter. Animal Friendship*: With this talent, the Dedicated hero spends an Action Point to beguile any creature of the animal type. To use this ability, the Dedicated hero must be within 30 feet of the intended target animal. Attempting to beguile the animal is a standard action that provokes an attack of opportunity. The target animal must make a Will save (DC 10 + the Dedicated hero’s Charisma bonus + the Dedicated hero’s Wisdom bonus). If the save fails, the animal becomes friendly for 1 minute per character level. Greater Animal Friendship*: This talent allows the Dedicated hero to add his own base Will save to the DC of a Will save made by any animal to resist the Dedicated hero’s Animal Friendship talent. In addition, the Dedicated hero gains the ability to use his normal Animal Friendship ability to beguile any creature of the Animal, Vermin, or Magical Beast type with an Intelligence of 1 or 2. However, the Dedicated hero can only add his own base Will save to the DC of saves for creatures of the animal type. Prerequisites: Animal anity, wild empathy, animal friendship Animal Companion*: A Dedicated hero with this talent gains an animal companion selected from the following list: ape, badger, bear, camel, cat (small or lower), crocodile, dog (medium), eagle, elephant, hawk, herd animal (such as cow, camel, or bison), horse, lizard, monkey, octopus, owl, pony, porpoise, snake (Small or Medium viper), squid, tiger, or wolf. This animal is a loyal companion that accompanies the Dedicated hero on her adventures as appropriate for its kind. The player running a Dedicated hero with this talent should consider the fact that certain
animals may create problems in urban areas. At lower levels, an animal companion is completely typical for its kind except as noted below. As the Dedicated hero advances, however, the animal’s power increases as shown in Table: Animal Companions. The Dedicated hero may release the animal back to the wild, regaining the action point initially spent in the process. The Dedicated hero does not regain the action point if the creature dies. In either case, if a Dedicated hero releases her companion from service, she may gain a new one by spending a complete and uninterrupted 24-hour period devoting herself to the eort of nding and binding with a new animal. This eort can also replace an animal companion that has perished. Prerequisite: Any talent from the Animal Friendship or Wilderness Expert talent trees.
Attentive Talent Tree The Dedicated hero likes and enjoys the company of others, but rather than using his force of his own personality to persuade or attract people, prefers to watch and listen, gaining greater understanding and creating lasting friendships. Social Intuition: Some people develop an intuitive sense of human interaction. The Dedicated hero has so much insight into personal relations that he can add his Wisdom bonus to all Blu, Diplomacy and Gather Information checks. Connected: The Dedicated hero has come to know a wide variety of people through his business dealings or travels. Once per session, he may spend an action point to seek out an individual with whom he has dealt positively in the past. Seeking this acquaintance out requires 1d6 hours. The acquaintance has one skill of the Dedicated hero’s choice with a number of ranks equal to one-half the sum of the Dedicated hero character’s level + his Wisdom modier (rounded up). Unlike allies gained from the contacts class ability, the Dedicated hero’s acquaintance is only considered friendly (rather than helpful) and must be compensated for any services rendered. The Dedicated hero may use this ability even in remote locations, so long as there are at least 40 people within a 25-mile radius around the Dedicated hero when he declares the ability use (e.g. an Antarctic research base near the South Pole or a nomad camp in the midst of a desert). Perceptive Synergy: The Dedicated hero has a wide range of interest in many dierent elds, and
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TALENT TREE COMPENDIUM Table: Animal Companions Animal Companion Advancement Character Level 1st–2nd 3rd–5th 6th–8th 9th–11th 12th–14th 15th–17th 18th–20th
Bonus HD +0 +2 +4 +6 +8 +10 +12
Defense Bonus +0 +2 +4 +6 +8 +10 +12
Str/Dex Adj. +0 +1 +2 +3 +4 +5 +6
Bonus Tricks 1 2 3 4 5 6 7
Special Link, share spells* Evasion Devotion Multiattack Improved evasion
* The share spells ability is only available in games and settings which use magic.
Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes. Character Level: The level of the character with the Animal Companion talent. Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a Dedicated character level equal to the animal’s HD. An animal companion has good Fortitude and Reex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice. Defense Adj.: The number noted here is an improvement to the animal companion’s existing defense bonus. Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores. Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the character might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The character selects these bonus tricks, and once selected, they can’t be changed. Link: The character can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The character gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells*: If the campaign includes any kind of spells or magic, the character may choose have any spell (but not any spell-like ability) she casts upon herself also aect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benet. If the spell or eect has a duration other than instantaneous, it stops aecting the animal companion if the companion moves farther than 5 feet away and will not aect the animal again, even if it returns to the character before the duration expires. Additionally, the character may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A character and her animal companion can share spells even if the spells normally do not aect creatures of the companion’s type (animal). Evasion: If an animal companion is subjected to an attack that normally allows a Reex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty. Improved Evasion: When subjected to an attack that normally allows a Reex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
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TALENT TREE COMPENDIUM is able to discern fact from ction much more easily than other people due to his depth of understanding. All synergy bonuses the Dedicated hero receives to Wisdom or Charisma based skill checks are increased by +2 (i.e. from +2 to +4).
God of Gamblers Talent Tree
her Wisdom modier minutes (minimum 1) and make a successful Sense Motive check opposed by her target’s Blu skill, she learns some important information about his tendencies and mood. She gains a +2 competence bonus on all Blu, Diplomacy, Gamble, Intimidate and Sense Motive checks made against him for the next 24 hours. Since this advantage is based partly on the target’s mood and current state of mind, it represents only a temporary advantage. Prerequisites: Gamble 6 ranks, weigh the odds
The character is a natural gambler. Maybe it’s just a hobby, or maybe it’s a living—or an addiction. In any case, this Dedicated hero is a cut above your average gambling acionado and excels at games of chance, Diagnosis Talent Tree as well as other forms of risk-taking. Weigh the Odds: Gamblers excel at judging the The Dedicated hero has the know-how to discern the diculty of a task at hand. Three times per day, the medical condition of persons in his vicinity, and to do Dedicated hero can opt to force an opponent to so with alacrity. make his opposed check before the Dedicated hero Triage: The Dedicated hero can quickly assess the takes her action. The GM announces the total result medical needs of a creature within 30 ft. As a free acof this check. The Dedicated hero may then decide to tion, roll Treat Injury (DC 10). On a successful check, take her action as normal and oppose the result or do the Dedicated hero can determine if that creature is something else. In the former case, the announced dead, dying, disabled, seriously wounded (less than result serves as the opponent’s total. In the latter, ig- half its hit points left), moderately wounded (more nore the result. The Dedicated hero may instead take than half hit points left but at less than full hit points) a dierent action. or in good condition. Failed checks may give no inforFor example, if the Dedicated hero wants to use mation or false information, at the GM’s discretion. Prerequisite: Treat Injury 4 ranks Blu to trick a dockworker into allowing her into the strange chapel she knows is aboard the ship he Assess Condition: When using the triage talent guards. She uses weigh the odds to force him to make (above), the Dedicated hero can also determine any a Sense Motive check, the skill normally used to op- conditions that may be aecting the target creature. pose Blu. The GM announces that the total result is In addition to the normal benets for triage, the char10. The player decides that she likes those odds, so acter can determine if a creature is ability damaged, the Dedicated hero goes ahead with her Blu check. ability drained, blinded, cowering, dazed, deafened, If the result had been 26, the player may have de- exhausted, fatigued, nauseated, panicked, paralyzed, cided to instead leave the dockworker alone or try to shaken, stable, stunned, or unconscious. The Dedicatdistract him while her friends tried to move in behind ed hero can also determine if the character is under his back. the eects of any mind-aecting spells or abilities, Prerequisite: Gamble 4 ranks although he cannot determine what spell or ability it Gambler’s Luck: Regardless of the situation, things is that aects them. Prerequisite: Treat Injury 4 ranks just seem to go a good gambler’s way. Observers believe that they have incredible luck, but gamblers Area Triage: As a move-equivalent action, the simply know how to play the odds. Once per day, the Dedicated hero can quickly assess the medical needs Dedicated hero may choose to re-roll a single d20 roll of every creature within a radius of 15 feet. Make a for an attack, check, or save before she learns if she Treat Injury roll (DC 10) for every creature inspected. succeeded. For each successful check, the Dedicated hero can Prerequisite: Gamble 4 ranks determine if that creature is dead, dying, disabled, Work the Angles: Gamblers know how to read their seriously wounded (less than half its hit points left), opponents, learning their tendencies in order to put moderately wounded (more than half hit points left together a game plan that takes advantage of the but at less than full hit points) or in good condition. opponent’s weaknesses and avoids their strengths. Failed checks may give no information or false inforIf the Dedicated hero can speak with a person for 5 – mation, at the GM’s discretion.
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TALENT TREE COMPENDIUM Prerequisite: Treat Injury 6 ranks
Favored Enemy Talent Tree
Character Assessment: The Dedicated hero learns about a person simply by looking at them. The Dedicated hero makes a Wisdom check, adding the target character’s Reputation modier to determine the nal result. The amount that the Dedicated hero knows about that person is based on the result of the Wisdom check. Consult Table: Character Assessment Results to determine how much information the character gleans from using this talent. Prerequisite: Fragmented legend
The Dedicated hero’s knowledge of a special group or disdain for their motivations makes him especially eective against them. Favored Enemy: Select a single allegiance that is opposed to the Dedicated hero’s attitudes or allegiances. The Dedicated hero gains a +1 bonus on Blu, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures with that Table: Character Assessment Results opposed allegiance. Likewise, the Dedicated hero Result Knowledge gains a +1 bonus on weapon damage rolls against 16-20 Target’s general residence or place of such creatures. origin Improved Favored Enemy: The Dedicated hero 21-25 As above, plus target’s starting oceither selects another allegiance as a favored enemy cupation and gains a +1 bonus as described above against that enemy, or their bonus against their rst favored en26-30 As above, plus target’s personality emy increases by an additional +1 (+2 in total). This and interests talent may be selected multiple times. 31 or more As above, plus target’s personal hisPrerequisite: Favored enemy tory and misdeeds Implacable Foe: The Dedicated hero with this talent adds his Wisdom bonus to all damage rolls made against a specic favored enemy. Martial Discipline Talent Tree Prerequisite: Favored enemy This Dedicated hero’s combat eectiveness does not Focused Resolve: Dedicated heroes with this talent rely on mere strength or speed, but on her great focus gain their character level in hit points at the begin- and discipline. ning of any encounter in which they face a favored Combat Assessment: The Dedicated hero is able enemy. to size up someone’s combat capabilities by observPrerequisite: Favored enemy ing them carefully. As a move action, the Dedicated Dauntless Opponent: Dedicated heroes with this hero can choose a subject and make a Sense Motive talent gain a +3 bonus to all Will saves during any en- check opposed by the subject’s Blu check result. If counter in which they face a favored enemy. the Sense Motive check succeeds, the Game Master Prerequisite: Favored enemy tells the player the subject’s combat bonus relative to the Dedicated hero’s (lower, higher, or equal). The player doesn’t know the subject’s exact bonus unless Lore Talent Tree The Dedicated hero always has her ear to the ground, it equals the Dedicated hero’s, and the Dedicated picking up scattered bits of information and lore hero only obtains a rough estimate of relative ability. throughout the world that may yet come in handy In cases of a 5-point or greater dierence, the Game some day. As one of the most practical heroes in any Master may choose to tell the player the subject’s boadventuring party, a Dedicated hero with a talent nus is considerably more or less than the Dedicated from this tree is a fountain of information on many hero’s. Shifting Throw: The Dedicated hero has trained subjects, and much of what she knows comes from herself in the fundamentals of redirecting opponents’ everyday knowledge rather than from a textbook. Fragmented Legend: The Dedicated hero may melee and unarmed attacks rather than resisting make Knowledge skill checks untrained. This repre- them. When the Dedicated hero is unsuccessfully sents the fragmented pieces of information picked attacked by an opponent, as a free action she may up during the Dedicated hero’s adventures and not move that opponent to any square adjacent to her that doesn’t place the opponent in immediate jeopany education or formal learning.
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TALENT TREE COMPENDIUM ardy (such as ipping him into a woodchipper or over a cli, although the square can be threatened by another combatant). All of the Dedicated hero’s allies within one range increment gain a +2 bonus to attack that opponent during their next action. Prerequisite: Combat Martial Arts feat Chi Strike: The Dedicated hero’s unarmed attacks are incredibly powerful. The Dedicated hero gains the equivalent of the Power Attack feat, but only with unarmed attacks. Therefore, on the Dedicated hero’s action, before making attack rolls for a round, she may choose to subtract a number from all unarmed attack rolls and add the same number to all unarmed damage rolls. This number may not exceed the Dedicated hero’s base attack bonus. Once the penalty to attacks and bonus on damage is set, it may not change until the Dedicated hero’s next action. The Dedicated hero may purchase feats that have Power Attack as a prerequisite, but unless the Dedicated hero also gains the Power Attack feat, she can only use those feats with unarmed attacks. In addition, the Dedicated hero gains the equivalent of the Sunder feat, but only with unarmed attacks. Therefore, when the Dedicated hero strikes at an object held or carried by an opponent (such as a weapon or shield) with an unarmed attack roll, the attack does not provoke an attack of opportunity. The Dedicate hero also gains a +4 bonus on any unarmed attack roll made to attack an object held or carried by another character. The Dedicated hero may purchase feats that have Sunder as a prerequisite, but unless the Dedicated hero also gains the Sunder feat, she can only use those feats with unarmed attacks. Prerequisite: Combat Martial Arts feat Nerve Attack: The Dedicated hero trains in the fundamentals of striking human vital points. Before making an unarmed attack roll, if the player declares that the Dedicated hero is making a nerve attack, that attack does nonlethal damage, but if a threat is rolled, the attack also inicts the attacker’s choice of one point of temporary Strength, Dexterity or Wisdom damage. Prerequisite: Treat Injury 2 ranks Improved Nerve Attack: The Dedicated hero has mastered the techniques used to attack an opponent’s vital points and may use this knowledge to virtually control the bodies of others. In addition to the normal eects of a nerve attack, if a threat is rolled with such an attack, the target is also dazed for one full round.
Prerequisites: Treat Injury 5 ranks, Combat Martial Arts feat, nerve attack, base attack bonus +3
Natural Hunter Talent Tree When this Dedicated hero travels in any wilderness setting, she instinctively perceives the lay of the land, and can track other creatures through it swiftly Wilderness Awareness*: The Dedicated hero gets a +4 competence bonus when using Search, Spot, or Listen to detect ambushes or traps in the wilderness. Prerequisite: Survival 4 ranks Trackless Step*: The Dedicated hero leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Prerequisites: Wilderness awareness, Survival 5 ranks Swift Tracker*: The Dedicated hero can move at her normal speed while following tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Prerequisites: Track feat, wilderness awareness, Survival 7 ranks Wilderness Attunement: When in any sort of natural terrain, the Dedicated hero may substitute her Wisdom modier for her Dexterity modier when making Hide or Move Silently checks. Prerequisites: Swift tracker, Track feat, wilderness awareness, Survival 7 ranks Camouage*: The Dedicated hero can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. Prerequisites: Wilderness awareness, trackless step, Hide 9 ranks, Survival 9 ranks Hide in Plain Sight*: While in any sort of natural terrain, the Dedicated hero can use the Hide skill even while being observed. Prerequisites: Wilderness awareness, trackless step, camouage, Hide 11 ranks, Survival 11 ranks
Paranoia Talent Tree Whether they have reason or not, some people live in constant fear of attack. This Dedicated hero is such a person, and therefore is always ready for danger. Paranoia: The Dedicated hero adds his Wisdom bonus to all Initiative rolls. Sweep*: This Dedicated hero knows how to size up an area and get the lay of the land in a single sweep of his eyes. This sweep provides a +4 circumstance
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TALENT TREE COMPENDIUM bonus on Spot checks and covers an area out to 30 bonus is +1, but this talent may be selected multiple feet away from the character. The Dedicated hero can times, and each time it is selected it raises the Target use this bonus at the start of an encounter. Anything Bonus by +1. not concealed can be spotted in a sweep with a sucProle*: The Dedicated hero knows how to create cessful check (DC 10). The DC for concealed or less a prole of a criminal. By making a Gather Informaobvious threats is equal to their Hide check result. tion check (DC 15) related to a crime, the Dedicated Poised Strike: If the Dedicated hero must make a hero compiles a rough mental picture of the suspect. Listen or Spot check to determine whether he is sur- This mental picture provides a physical description, prised, add his base attack bonus (but not any modi- including distinguishing marks and visible mannerers he would normally gain on an attack roll) to his isms. Success makes the prole accurate, at least Listen or Spot roll in addition to the usual modiers. concerning a particular suspect as seen by witnesses. Wary: The Dedicated hero can roll a Will save (DC However, the Dedicated hero has no way to be certain 20) to avoid being surprised. A successful save allows that the criminal didn’t wear a disguise or otherwise the Dedicated hero to act during the surprise round, mask her identity. even if he would otherwise be surprised. This ability is The Dedicated hero can expand the prole by makusable twice per day. ing an Investigate check (DC 15) involving the crime Prerequisite: Any other talent from this tree scene or other evidence linked to the suspect. If successful, the Dedicated hero combines the information gathered with forensic evidence to develop a prole Sleuth Talent Tree of the suspect’s method of operation. This provides The Dedicated hero has an eye for detail and an intuia +2 circumstance bonus on any skill checks made tive understanding of the criminal mind. to uncover additional evidence or otherwise locate Sharp Eye*: The Dedicated hero is known for being the suspect—the Dedicated hero develops a sense of extraordinarily observant. When selecting this talent, the suspect’s goals and where he or she might strike the Dedicated hero gains a permanent +2 compenext. tence bonus to any three skills from the following list: Identify Motive*: The Dedicated hero can use a Gather Information, Investigate, Knowledge (civics, crime scene (or evidence from a crime scene) to dephysical sciences, or technology), Research, Sense termine the perpetrator’s state of mind at the time Motive, Search, Spot. she committed the crime. If the perpetrator attempt This talent can be taken up to three times. Each ed to hide the nature of her crime (such as making a time, three new skills must be selected, and no skill premeditated murder look like a burglary gone awry), can be selected twice. the Dedicated hero must make a Sense Motive check Target Bonus*: The Dedicated hero, as a full-round opposed by the perpetrator’s Blu check. If the crime action, may designate an individual as a target. He was committed by more than one perpetrator and spends one action point to select a target, and therethe Dedicated hero does not know this fact, the Blu after gains a competence bonus on certain actions check receives a +5 bonus. Success allows the Dediinvolving that particular target. The Dedicated hero cated hero to understand the perpetrator’s emotional does not need to know the target personally and may state at the time of the crime, and reveals how many know her only through her actions or description. The perpetrators were involved. Dedicated hero may not select a target while he or Prerequisite: Prole the target is in combat, and once he chooses a target he must wait 24 hours before choosing another. The Dedicated hero gains the target bonus as a Weapon of Choice Talent Tree competence bonus on attacks against that particu- Dedicated heroes with this talent tree are devoted to lar target, as well as when using the following skills the mastery of a single weapon or ghting form. directly against the target, or in tracking a target: Weapon Focus: So long as he meets the prereqBlu, Computer Use, Gather Information, Investigate, uisites, the Dedicated hero gains the Weapon Focus Listen, Research, Search, Sense Motive, and Spot. The feat. target bonus applies to a single individual and lasts Greater Weapon Focus: The bonus to attack rolls until the Dedicated hero chooses a new target. The for the Dedicated hero’s Weapon Focus feat is in-
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TALENT TREE COMPENDIUM creased by +1. If the Dedicated hero has the Weapon Focus feat with multiple weapons, he must choose one weapon for which he has the Weapon Focus feat to benet from this increased bonus. The chosen weapon can never be changed, and, like most talents, this talent can only be selected once. Prerequisites: Base attack +2, Weapon Focus feat Critical Strike: With this talent, the Dedicated hero can strike with critical precision more frequently than other characters using the same weapon. This talent increases the critical threat range of the weapon the character has chosen for his greater weapon focus talent by 1 point. For example, a Colt .45 usually threatens a critical on a natural roll of 20. With this talent, that increases to 19-20. This eect does stack with the Improved Critical feat. Prerequisites: Base attack +3, greater weapon focus, Weapon Focus feat Lethal Strike: The Dedicated hero’s strikes with the weapon he has chosen for his greater weapon focus talent become more deadly. The DC to save against massive damage inicted with the Dedicated hero’s selected weapon is equal to DC 15 plus the Dedicated hero’s Wisdom modier. Prerequisites: Base attack +4, greater weapon focus, Weapon Focus feat Weapon of Choice: Attacks made by the Dedicated hero with the weapon he has chosen for his greater weapon focus talent become even more devastating. Attacks made with the Dedicated hero’s Weapon of Choice inict an additional amount of damage equal to the Dedicated hero’s Wisdom modier. This damage stacks with any similar bonus gained from similar feats or talents such as Weapon Specialization. Prereq uisites: Base attack +5, greater weapon focus, Weapon Focus feat
Wilderness Expert Talent Tree The character is familiar with animals and natural settings. Nature Sense: The Dedicated hero gains a +2 bonus on Knowledge (nature) and Survival checks. Natural Anity: The Dedicated hero can identify plants and animals (their species and special traits) with perfect accuracy. Such a character can also determine whether water is safe to drink or dangerous. Trailblazing: The Dedicated hero is particularly skilled at nding the best route through unfamiliar or obstructed areas. When traveling in poor conditions
or dicult terrain, the Dedicated hero may make a Survival check to reduce travel time. With a check result of 15 or better, the Dedicated hero reduces total travel time by 25%. With a 25 or better the time is reduced by 50%. The Dedicated hero can guide a group of up to three individuals at no penalty. However, for each additional three in the group being guided, apply a -2 penalty to the trailblazing check. The Dedicated hero can take 10 on this check, but he can’t take 20. This ability does not apply to tactical movement or local movement. Woodland Stride: The Dedicated hero may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, in a campaign where magic exists, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still aect the Dedicated hero. Prerequisite: Any 1 other talent from this tree Naturalist: The Dedicated hero selects one of the following terrains in which she specializes: arctic, desert, deciduous forest, jungle, mountain (high altitude), mountain (low altitude), plains (temperate grasslands), rainforest, savanna, sea coast, swamp, volcanic plain. When in that particular terrain, she gains a +2 competence bonus on all checks involving the following skills: Climb, Craft (structural), Hide, Move Silently, Navigate, Search, Survival. This talent may be selected more than once. Each time, the Dedicated hero may either gain the described bonus in a new type of terrain or add an additional +2 to a preexisting bonus. However, the bonus can never be greater than half the Dedicated hero’s ranks in the Survival skill (rounded down). Prerequisites: Climb 6 ranks, Survival 6 ranks, Navigate 3 ranks
FAST HERO TALENTS “*” = Modern advanced or prestige classes exist which may provide the Fast hero with a class ability similar, or identical, to this talent; a Fast hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specied as a prerequisite for that talent.
Acrobatic Talent Tree The Fast hero is a trained or natural acrobat.
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TALENT TREE COMPENDIUM Graceful Recovery: Three times per game session, the Fast hero may re-roll any Balance check he makes and keep the better result of the two rolls. Improved Charge: The Fast hero can make a charge without having to move in a straight line. All other charge rules apply, but the Fast hero can alter his or her direction when making a charge to avoid obstacles. Prerequisite: Base attack bonus +2 Nip-Up: The Fast hero can stand up from a prone position as a free action that does not provoke an attack of opportunity. Prerequisite: Character level 4 Nimble: Tumble and Balance are always class skills for this Fast hero. That is, the Fast hero treats Tumble and Balance as class skills for any class in which the Fast hero currently has, or subsequently gains, levels. Slow Fall: If the Fast hero is within arm’s reach of a wall, she can use it to slow her descent. Subtract 10 feet from the fall per two character levels before determining damage, with falls of 0 or less doing no damage. Prerequisite: Base Reex save bonus +4 or higher Acrobatic Leap: The Fast hero’s jumping distance is not limited according to his height. Also, he adds his Dexterity bonus to all vertical jumping attempts. Prerequisite: Any one talent from this tree Acrobatic Attack: If the Fast hero attacks by jumping at least 5 ft. into his opponent at or onto his opponent, or by swinging from a rope or similar object into his opponent, he gains a +2 circumstance bonus to attack and damage rolls. Prerequisites: Acrobatic leap, graceful recovery
Elusive Talent Tree
competence bonus to all Escape Artist checks, including those made to escape a grapple. Creeping Reexes: The Fast hero has remarkably keen reactions, enabling her to excel at certain skills. The Fast hero with this talent adds her base Reex saving throw bonus to all Move Silently checks. Prerequisites: Any one talent from this talent tree and any one talent from the Defensive talent tree. Catlike Reexes: The Fast hero has remarkably keen reactions, enabling her to excel at certain skills. The Fast hero with this talent adds her base Reex saving throw bonus to all Hide checks. Prerequisites: Any one talent from this talent tree and any talent from the Defensive talent tree. Improved Fancy Footwork: Any Defense bonus the Fast hero gains from the Fancy Footwork talent is increased. Accordingly, each round the Fast hero may choose to either gain a +2 Dodge bonus to her Defense against all attacks directed at her, or a +3 Dodge bonus against a single specic opponent. Prerequisite: Fancy footwork. Celeritous Skulking: The Fast hero with this talent can move at normal speed without suering the –5 penalty to her Hide check. Prerequisites: Any two talents from this talent tree and any talent from the Defensive talent tree. Redirecting Dodge: Should an opponent against whom the Fast hero is receiving the bonus from her Dodge feat (or the fancy footwork talent) attack her while anking her, she may be able to turn the attack against the opponent’s anking partner. If the attack against the Fast hero misses, she can spend an Action Point to dodge out of the way successfully. This tactic causes the opponent to skewer the ally who helps create the ank, imposing its result against that ally. The opponent does not reroll the attack. Use the result of the original attack roll against the anking target. Note that the Fast hero decides to spend the Action Point after seeing the attack’s results, allowing her to gauge whether the strike has a chance to hit the enemy. Prerequisites: Dodge feat, base attack bonus +7
Fast heroes with this talent tree are known for their uncanny ability to avoid attacks and to wriggle free of bonds or grapples. Fancy Footwork: Each round, on his initiative, the Fast hero may choose to either gain a +1 Dodge bonus to his Defense against all attacks directed at her, or a +2 Dodge bonus against a single specic opponent. She cannot use this bonus when she is at footed or otherwise denied her Dexterity bonus to Efficiency Talent Tree Defense. In addition, a Fast hero with this talent can The Fast hero is not only able to move and react more acquire feats and talents that have the Dodge feat as quickly than other types of heroes, she is also more a prerequisite, even if the Fast hero does not possess ecient with her time. The Fast hero learns how to act the actual feat. even when performing numerous other tasks and to Slippery: A Fast hero with this talent gains a +3 accomplish those tasks in the shortest time possible.
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TALENT TREE COMPENDIUM Tactical Action: The Fast hero may spend one action point to use this talent. At the beginning of any round, the Fast hero may raise her Initiative by +2. This must be declared before the combatant with the highest initiative begins his action. Surge of Speed: The Fast hero may spend one action point to use this talent. At the beginning or end of the Fast hero’s round, the Fast hero gains an additional move action to be used at her discretion. Burst of Speed: The Fast hero may spend one action point to use this talent. At the beginning or end of the Fast hero’s round, the Fast hero gains an additional attack action to be used at her discretion. Prerequisites: Surge of speed, increased speed
Instinctive Response Talent Tree The Fast hero gains the instinctual ability to react quickly and eectively to unexpected danger. Full Alert: The Fast hero gets a +4 circumstance bonus on initiative checks. This bonus stacks with the one provided by the Improved Initiative feat (providing a +8 bonus if the Fast hero has both). Improved Evasion*: If the Fast hero is exposed to any eect that normally allows a Fast hero to attempt a Reex saving throw for half damage (such as getting caught in a grenade blast), the Fast hero suers no damage if she makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor. Prerequisites: Evasion, plus any two other talents from this talent tree and/or the Defensive Talent or Increased Speed Talent Trees. Heightened Reexes: The Fast hero can choose to take 10 on any Reex saving throw. She may also spend 1 action point to gain a +10 bonus on a Reex saving throw. She may choose to take 10, or spend an action point to gain the +10 bonus, or both. Prerequisites: Full alert, evasion, increased speed, improved evasion.
Point Blank Range Talent Tree The Fast hero excels at using ranged weapons in close-quarters situations. Point Blank Shot: The Fast hero gains the Point Blank Shot feat. Improved Point Blank Shot: Opponents can never get close enough to the Fast hero to make her ranged weapon a disadvantage. As a free action
once per round, the Fast hero can choose whether to treat her ranged weapon as a melee weapon or go back to treating it as a ranged weapon. When treating a ranged weapon as a melee one, the Fast hero threatens spaces up to her standard reach and makes attacks of opportunity as if the ranged weapon were a normal melee weapon. Further, while treating her ranged weapon as a melee one, she does not provoke attacks of opportunity with her ranged weapon’s attacks. However, while treating a ranged weapon as a melee weapon, she can only attack opponents in her threatened area, and must choose to go back treat her ranged weapon normally in order to attack foes at range. Prerequisites: Point Blank Shot feat, base attack bonus +2 Advanced Point Blank Shot: Whenever the Fast hero makes an attack that gains the bonus from her Point Blank Shot feat, she can choose whether she wishes to use this talent. If she damages the opponent while using this talent, the opponent damaged must roll a Strength or Dexterity check (whichever is higher) against a DC equal to 12 plus the amount of damage inicted. If the check is failed, the opponent is knocked prone, as if the Fast hero had tripped him. Prerequisites: Point Blank Shot feat, base attack bonus +3 Greater Point Blank Shot: The Fast hero gains her Dexterity bonus to damage on all ranged attacks made against targets within 30 feet. This benet stacks with Point Blank Shot’s base bonus damage. Prerequisites: Point Blank Shot feat, base attack bonus +5 Supreme Point Blank Shot: When the Fast hero uses her advanced point blank shot talent, the DC of the opponent’s Strength or Dexterity check to avoid falling prone is increased to 15 plus the amount of damage inicted. In addition, if the opponent fails, the Fast hero may force him to fall prone in a square adjacent to his current position—in essence moving him one square. The Fast hero chooses which square the opponent falls into, but it cannot be a square closer to the Fast hero than the opponent’s current location. If the opponent is forced to enter an occupied square in this fashion, the targets within it must make Reex saves (DC 15 + fallen opponent’s special size modier; see the Table: Falling Prone Check Modiers) or also be knocked prone. Any creatures forced to make such a Reex save also gain a modier to the
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TALENT TREE COMPENDIUM roll based on their own size (also using the same check to gain a +2 circumstance bonus in the grapTable: Falling Prone Check Modiers, below). Once any ple. The DC for this check is 10 + the opponent’s base Reex saves are resolved, the opponent who initially attack bonus. If the check fails, no bonus is gained. fell prone does not stay in an occupied square, but is The bonus applies to all grapple checks the Fast hero moved back to his initial position. See the table below makes against the opponent and persists until the for size modiers to trip saves: grapple ends. Advanced Acrobatic Grapple: The Fast hero with Table: Falling Prone Check Modiers this talent can make Tumble skill checks instead of grapple checks when engaged in a grapple. The Fast Size DC/Save Modier hero’s Tumble ability replaces his normal method of Fine –12 grappling. All the Fast hero’s grapple checks are now Tiny –8 rolled as Tumble checks. These Tumble checks serve Small –4 as the Fast hero’s grapple checks. This eect does not Medium +0 stack with the benet gained from Basic Acrobatic Large +4 Moves. Huge +8 Prerequisites: Kinetic grapple, basic acrobatic grapGargantuan +12 ple Colossal +16 If the square or squares into which the Fast hero Thug Talent Tree forces the opponent to move are unoccupied, the The Fast hero understands how to hit someone where creature comes to a stop where she placed him. The it hurts the most. Sneak Attack: Any time the Fast hero’s target would Fast hero must resolve this movement before gaining be denied her Dexterity bonus to Defense (whether any additional attacks against that opponent. Prerequisites: Point Blank Shot feat, advanced point she actually has a Dexterity bonus or not), the Fast hero’s attack deals +1d6 points of damage. Should blank shot talent, base attack bonus +6 the Fast hero score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision Speed Wrestling Talent Tree and penetration to hit a vital spot, so ranged attacks Grappling is not all about Strength. There are many can only count as sneak attacks if the target is 30 feet successful wrestlers who win because they are much away or less. With a sap or an unarmed strike, the Fast faster than their opponent, rather than stronger. A hero can make a sneak attack that deals nonlethal truly speedy wrestler can execute more moves in less damage instead of normal damage. He cannot use a time and he is often far more limber than the muscle- weapon that deals normal damage to deal nonlethal bound brawler. damage in a sneak attack, not even with the usual Kinetic Grapple: Fast heroes with this talent can -4 penalty, because he must make optimal use of use their Dexterity modier instead of Strength modi- his weapon in order to execute the sneak attack. A er when grappling. Fast hero can only sneak attack living creatures with Chain Wrestling: The Fast hero can quickly execute discernible anatomies. Additionally, any creature imwrestling moves while grappling at the expense of mune to critical hits is similarly immune to sneak ataccuracy and form. When doing so, he may make one tacks. Also, the Fast hero must also be able to see the extra grapple check in a round at his highest base at- target well enough to pick out a vital spot and must tack bonus, but that grapple check takes a –2 penalty, be able to reach a vital spot. The Fast hero cannot as does each other grapple check made that round. sneak attack while striking at a creature with conceal This penalty applies for 1 round, so it also aects ment or by striking the limbs of a creature whose opposed grapple checks the Fast hero might make vitals are beyond reach. If the Fast hero gains sneak before her next action. The Fast hero must use a full attack from another class or feat, the bonus dice from attack action to use this talent while grappling. the various sneak attacks stack. Prerequisite: Kinetic grapple Sneak Attack 2: The bonus damage from the Fast Basic Acrobatic Grapple: At the beginning of a hero’s sneak attack is increased to +2d6. grapple, a Fast hero with this talent makes a Tumble
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TALENT TREE COMPENDIUM Prerequisites: Fast hero level 3, sneak attack Sneak Attack 3: The bonus damage from the Fast hero’s sneak attack is increased to +3d6. Prerequisites: Fast hero level 5, sneak attack 2 Sneak Attack 4: The bonus damage from the Fast hero’s sneak attack is increased to +4d6. Prerequisites: Fast hero level 7, sneak attack 3 Sneak Attack 5: The bonus damage from the Fast hero’s sneak attack is increased to +5d6. Prerequisites: Fast hero level 9, sneak attack 4 Crippling Strike: A Fast hero with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Prerequisites: Sneak attack, base attack bonus +5 Death Attack: If the Fast hero studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional eect of possibly either paralyzing or killing the target (the Fast hero’s choice). While studying the victim, the Fast hero can undertake other actions so long as his attention stays focused on the target and the target does not detect the Fast hero or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + one half the Fast hero’s level + the Fast hero’s Int modier) against the kill eect, he dies. If the saving throw fails against the paralysis eect, the victim is rendered helpless and un-
able to act for 1d6 rounds plus 1 round per level of the Fast hero. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Fast hero has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Fast hero does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack. Prerequisites: Sneak attack, base attack bonus +7
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Unarmed Prodigy Talent Tree The Fast hero’s combat instincts are honed for ghting without weapons. Exotic Arms: The Fast hero chooses three basic or exotic weapons of medium size or smaller with which she is procient. For purposes of any talents, class abilities or special attacks that require an attack to be unarmed (such as jump kick, urry of blows, etc.), she may consider attacks with those weapons to be unarmed attacks. Prerequisite: Combat Martial Arts feat or Defensive Martial Arts feat Jump Kick: The Fast hero may move one 5-ft. square before making an unarmed attack that is not a trip attempt. This does not prevent the Fast hero from taking another 5-ft. step during the round as normal. Prerequisites: Jump (2 ranks), Combat Martial Arts feat Roundhouse Kick: The Fast hero may attack two opponents who are adjacent both to herself and to each other with a single unarmed attack. The Fast hero makes one attack roll and compares it to each targeted opponent’s Defense value. If the Fast hero hits either or both of them, she makes a single damage roll and deals that damage to each opponent she hit.
TALENT TREE COMPENDIUM Prerequisites: Combat Martial Arts feat, base attack bonus +1 Flying Kick: The Fast hero can use a charge to deliver a devastating ying kick to an opponent. At the end of this charge, the Fast hero adds his or her class level as a bonus to the damage he or she deals with an unarmed strike. Prerequisites: Base attack bonus +5 Flurry of Blows*: The Fast hero may strike with furious speed at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also aects attacks of opportunity the Fast hero might make before her next action. The Fast hero must use a full attack action to strike with urry of blows. The Fast hero cannot wear any armor while using this ability. Prerequisites: Either the Brawl or Combat Martial Arts feat, at least two other talents from either this tree or the Acrobatic talent tree
SMART HERO TALENTS “*” = Modern advanced or prestige classes exist which may provide the Smart hero with a class ability similar, or identical, to this talent; a Smart hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specied as a prerequisite for that talent.
Business Sense Talent Tree Through some combination of factors—be they good professional etiquette, a discerning eye, or just a natural cunning—the Smart hero has a honed talent for business interactions. Obsequious: The Smart hero has done business around enough people higher up the ladder than himself to be used to them—and gure out how to turn their relative positions to his advantage. The Smart hero can add his Intelligence bonus to all Charisma based skill rolls made to interact with people who have a higher social standing—or greater wealth—than the Smart hero. Man About Town: As the Smart hero practices a trade in a certain community, the locals slowly begin to trust him based on the quality of his work and the services he renders to his neighbors. If the Smart hero practices his craft or profession in any community for a number of weeks equal to 6 – his Intelligence
modier (minimum 1), he gains a +2 competence bonus to all Blu and Diplomacy checks made against residents of that area. His reputation as a respectable businessman allows him to easily win his neighbors’ trust. Merchant’s Eye: The Smart hero has an almost uncanny ability to spot valuable items. He gains a +2 competence bonus on any rolls to determine the worth of an item. Also, when he sells an item, assuming the object is undamaged and in working condition, the sale value is equal to the object’s purchase DC (as if purchased new) minus 2 instead of minus 3. Cut Your Losses: When the Smart hero purchases an object or service with a purchase DC 11 or more points higher than his or her current Wealth bonus, the dice rolled to determine the amount of wealth lost are d4’s instead of d6’s. Prerequisite: Any 1 talent from this tree Haggling: Due to a combination of bartering instinct and horse sense, when purchasing or selling equipment, the Smart hero may attempt a Blu or Diplomacy check with a DC equal to the item’s purchase DC. If the check is successful, the Smart hero may raise or lower the item’s purchase DC by 1 point. This reduction is applied to price before any other modiers the GM may gure in (including location, rarity, or relationship to the seller). Note that, in campaigns where magic exists, this modier cannot be applied to magical items. This ability cannot be used when the Smart hero uses his Wealth to add to an ally’s roll, only when the Smart hero makes the actual purchase. Prerequisites: Any 2 talents from this tree
Combat Interaction Talent Tree Smart heroes with this talent tree have an instinctive grasp of the geometry of a battleeld that aords them unique opportunities in a combat situation. Combat Expertise: So long as she meets the prerequisites, the Smart hero receives the Combat Expertise feat. Accurate Strike: The Smart hero’s superior understanding of the battleeld allows him to account for obstacles and confusion. Whenever the Smart hero makes an attack that adds her Dexterity bonus, Intelligence bonus, or Wisdom bonus rather than his Strength bonus to the roll, she can apply an additional +1 bonus to the attack roll as well. Further, when any attack to which this bonus is applied is
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TALENT TREE COMPENDIUM made against a target who is currently beneting halved. Other circumstances or skills that reduce the from cover or concealment, that cover or conceal- time are gured into the time to create the item rst ment is treated as if it were one degree worse than it and then this amount is halved. Prerequisite: Craft (any) 4 ranks is for purposes of the attack. For example, if a creature beneting from cover is attacked by a Smart hero Made to Last: Items created by the Smart hero are using her accurate strike ability, he does not receive made of such excellent material and with such skill a +4 cover bonus to Defense against that attack, but that they are extremely durable. When the Smart rather receives a +2 bonus, as if the creature were hero has completed an item, she makes a Craft skill only beneting from cover. If the same creature check (DC 25) adding her levels in the Smart hero were beneting from concealment, the 20% miss class as a bonus. If the Smart hero succeeds, the item chance applied to the Smart hero’s attack would be is considered durable. Durable items receive a +1 enreduced to 10%, as if only concealment applied. hancement bonus to any save. The Hardness and Hit If the target only has cover or concealment, he Points of such items are increased by one-quarter. Prerequisite: Craft competence receives no benet against the Smart hero using her accurate strike. Potent Weapon: Weapons created by the Smart Prerequisite: Combat Expertise feat or any talent hero not only oer a bonus to hit, but also to damfrom the Research Talent Tree, base attack bonus +1 age. When the Smart hero has completed a weapon, Sudden Move: When the Smart hero takes her free she makes a Craft skill check (DC 25) adding her levels 5-foot step she may move 10 feet instead. This is still in the Smart hero class as a bonus. If the Smart hero treated as a 5-foot step for purposes of attacks of op- succeeds, the weapon provides a +1 enhancement portunity. bonus to damage rolls. Prerequisite: Combat Expertise feat or any talent Prerequisite: Craft competence from the Research Talent Tree, base attack bonus +1 Scrimp and Save: The Smart hero has become so Double Time: The Smart hero can spend 1 action adept at fashioning items that she uses less matepoint at the beginning of any round to re-roll her rial and maximizes the use of the materials available. initiative check as a free action. This will change her When the Smart hero begins work on an item(s), she place in the initiative order for the rest of the com- makes a Craft skill check (DC 25) adding the levels in bat. the Smart hero class as a bonus. If the Smart hero Prerequisite: Combat Expertise feat or any talent succeeds, the value of the raw materials necessary is from the Research Talent Tree, base attack bonus +1 reduced by an amount equal to the character’s Smart Advanced Combat Expertise: When using the hero levels. Prerequisite: Craft competence Combat Expertise feat, the Smart hero may take a penalty to attacks of up to her base attack bonus and gain the same number as a bonus to defense. Otherwise, the feat functions as normal. Prerequisites: Combat Expertise feat, base attack The Smart hero has spent time training his mind to be as ecient, analytical, and rational as possible. bonus +5 This allows him to take full advantage of his learning and experience, but can sometimes make him seem a Craft Talent Tree little distant and emotionless. The Smart hero has learned many secrets regarding Logical: The Smart hero can use the theoretical the manufacture of items. information at his command to help solve real tanCraft Competence: The Smart hero has studied the gentially related problems. Choose any Knowledge manufacture of goods relating to any single Craft skill category in which the Smart hero has 4 or more ranks. to such a degree, that she can create items quickly He gains a synergy bonus equal to half his class level without detracting from the quality of the item. When (round down) to the related skill listed below. the Smart hero begins the process of creating an item, she makes a Craft skill check (DC 20) adding her Knowledge Category Synergy Bonus to levels in the Smart hero class as a bonus. If the Smart Arcane lore Knowledge (theology hero succeeds, the time needed to create the item is and philosophy)
Deduction Talent Tree
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TALENT TREE COMPENDIUM Art Behavioral sciences Business Civics Current events Earth and life sciences History Physical sciences Popular culture Streetwise Tactics
Craft (visual art) Sense Motive Forgery Diplomacy Gather Information Treat Injury Research Craft (chemical) Knowledge (streetwise) Intimidate Investigate
Technology Theology and Philosophy
Craft (electronic) Knowledge (arcane lore)
The Smart hero may take this talent multiple times, but each time it must apply to a dierent Knowledge category. Prerequisite: Knowledge (any) 4 ranks Talk a Good Game: The Smart hero has such stunning command of a subject that he is able to use it to obfuscate his real meaning or intention. Choose one Knowledge category to which the Smart hero already has applied the logical talent. When talking about that subject, if a Blu, Diplomacy, or Intimidate check is called for, the Smart hero may instead use the skill modier from his Knowledge skill. For example: If the Smart hero has taken the logical talent for Knowledge (business) and is trying to convince a colleague that a particular company has a higher net value than it truly does, he may use his Knowledge (business) score instead of his Blu score when determining whether or not the colleague believes him. (The check is still opposed normally.) This talent may be taken multiple times, but each time it must be applied to a dierent Knowledge category to which the Smart hero has applied the logical talent. Prerequisites: Knowledge (any) 4 ranks, logical Implacable: The Smart hero selects a number of Intelligence-based skills equal to 3 + his Intelligence modier. When making a check with one of these skills, the Smart hero can take 10 even when distracted or under duress. Prerequisites: Knowledge (any) 4 ranks, logical
Engineering Expert Talent Tree
and engineering. Barricade: Those with a sense for engineering prefer to spend time carefully planning a fortication and determining the materials they need to create it, but in times of stress (such as when a prowling murderer is somewhere in the wilderness outside the cabin door) they can throw together a durable but temporary barrier. With ve rounds of work and a DC 20 Craft (structural) check, the Smart hero can either increase the hardness of a 10-foot section of wall, a door, or similar structure by 1d4 or increase its hit points by 3d6. An object can receive either bonus only once. Thus, the Smart hero could either improve a door’s hardness or its hit points, but not both. The Game Master must judge whether sucient construction materials are available to complete this work. If the Smart hero has help from one or more characters, reduce the time needed to complete this reinforcement by two rounds. Additional helpers beyond the rst one only get in the way. Demolish: The Smart hero excels at tearing down structures and delivering smashing blows against brick walls and similar objects. When making attacks against constructs or objects with hardness, the Smart hero gains the benets of the Power Attack feat. If the Smart hero already has this feat, double the bonus damage it grants when he uses a one-handed weapon against constructs or objects with hardness. When using a two-handed weapon, the Smart hero triples rather than doubles his bonus damage. Engineer’s Eye: With their skill in handling steel, concrete and other materials combined with their knowledge of how best to put a structure together, engineering experts excel at nding weak points and vulnerable spots in objects. With a successful Craft (structural) check (DC 15), the Smart hero gains a +5 bonus to damage against any object with hardness or any construct. If the check result is 30 or higher, the Smart hero gains a +10 bonus. Using Craft (structural) in this manner is a full-round action. At the GM’s discretion, a player may choose to substitute Craft (mechanical) for this roll against appropriate constructs or objects. Prerequisite: Barricade or demolish
Intuitive Leap Talent Tree The Smart hero’s natural intelligence allows her to compensate for any gaps in her formal education or experience, and to attain insights far beyond those
The Smart hero has honed a talent for construction
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TALENT TREE COMPENDIUM which mere study could grant her. by one-quarter. Breakthrough: The Smart hero may not always Hit the Weak Spot*: The Smart hero knows enough grasp a subject immediately, but when she makes about vehicles to know the best way to damage and a leap of logic it propels her thinking from then on. disable them. Whether using a weapon or another veWhenever the Smart hero’s roll on a Knowledge skill hicle, the Smart hero ignores the rst 5 points of hardcheck exceeds the DC by 5 or more, she gains a +4 ness when attacking a vehicle. Advanced classes exist competence bonus to all rolls for that Knowledge skill which may provide the Smart hero with a class ability for the rest of the game session. similar, or identical, to this talent; a Smart hero who Factotum: Even if the Smart hero has no formal already possesses this talent may choose another taltraining in a eld of knowledge, she still picks up ent from this talent tree instead. bits and pieces of information from almost every area of study. The Smart hero can choose to make a Precision Talent Tree Knowledge skill check as if she had ranks in it equal to The Smart hero has a precise and exact mind, and half her Smart hero level, even if she normally has no works eciently and carefully at anything she does. ranks in that skill. Eidetic Memory: The Smart hero enjoys a +1 comBrilliant Insight: Once per day, the Smart hero petence bonus to all Knowledge checks and gains a may treat a Knowledge skill check as if her die roll +2 bonus on Spot checks to detect a disguise. If you, were a natural 20. This ability may only be used with as a player, have any questions about an event, such Knowledge skills in which the Smart hero has at least as a person’s name or exactly what happened, your 4 ranks. Game Master must tell you the details even if you yourself have forgotten them. The Smart hero cannot Mechanical Aptitude Talent Tree remember extremely ne details, such as the text of a The Smart hero has a knack for building, repairing and book left open on a desk, but she can remember the dismantling mechanical devices, especially vehicles. general gist of the book or the topic the passage covKickstart: Twice per game session, the Smart hero ered. She always remembers faces, names, and the can change a failed Repair roll into a success by giv- basic sequence of events. ing the device a whack in frustration. When the Smart Accurate Attack: The Smart hero can lessen her hero fails a Repair check that may be re-tried, he attack’s damage to make a wider, more sweeping atmay spend 1 move action to give the target device tack with a better chance to hit. Subtract a number a whack in frustration. As long as the check DC is up to 5 from the Smart hero’s damage bonus and add equal to or less than the Smart hero’s character level the same number to her attack roll. The Smart hero + 20, the whack reverses the failure. If several grades cannot lower her damage bonus below 0 nor more of success are possible, this ability achieves only the than double her attack bonus. lowest possible positive result. This ability cannot be Competency: The Smart hero gains a +2 compeused to change rolls against DC ratings so high the tence bonus to all rolls for Craft skills, Profession skills Smart hero never had any chance of succeeding. For or Perform skills in which he has at least 4 ranks. example, a Smart hero whose total modier for a Precise Skills: Choose three skills in which the certain Repair roll is +14 cannot use this ability to suc- Smart hero has at least 4 ranks. When the Smart hero ceed on a roll where the DC was 40, since even a roll takes 20 on a check for one of those skills, it takes half of 20 would have only yielded a 34 (20 + 14), which is the normal time. Prerequisites: Competency plus one Craft, Knowlstill well shy of 40. This talent can be taken multiple times. Each selection allows the Smart hero to use edge, Perform or Profession skill at 7 ranks or higher this ability two additional times per day. Quick Craft*: The Smart hero knows how to craft Quick Thinking Talent Tree ordinary scratch-built electronic, mechanical, and Smart heroes with this talent tree are capable of such structural objects more quickly than normal. When rapid extrapolations of logic that they gain bonuses using the Craft (electronic), Craft (mechanical), or on various checks and rolls, thanks to their sharp Craft (structural) skill to build an ordinary scratchminds. built item, the Smart hero reduces the building time Keen Reex: Smart heroes with this talent add their
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TALENT TREE COMPENDIUM Intelligence modier in addition to any other modiApplied Knowledge: When taking this talent, the ers that normally apply to all Reex saving throws. Smart hero must select one skill (either class or crossKeenly Skilled: Select one of the skills listed in the class). That skill’s relevant ability modier is replaced following paragraph. The Smart hero adds a bonus by the Smart hero’s Intelligence modier, allowing equal to his Intelligence modier in addition to his the Smart hero to apply his intellect to even the most normal modiers when making a check with that physical tasks. Note that any situation that would skill. A Smart hero can take this talent multiple times; normally cause the Smart hero to lose his ability each time it applies to a dierent skill. bonus to that score does not aect his ability to add Blu, Climb, Diplomacy, Disguise, Drive, Handle Ani- his Intelligence modier to the skill check, unless the mal, Jump, Perform (any single skill), Pilot, Profession situation causes him to lose his Intelligence bonus to (any single skill), Ride, Sense Motive, Survival, and skill checks. So, in a situation where the Smart hero Swim. might normally be denied his Dexterity bonus to the Perspicacious Response: Smart heroes with this Pilot skill, he may still use his Intelligence score as the talent add their Intelligence bonus to their Initiative relevant ability for the Pilot skill provided he selected checks in addition to their Dexterity modier and Pilot as the target of this talent. Prerequisites: Competitive edge, expanded knowlany other modiers that normally apply to Initiative checks. edge base Quick Catch: Whenever someone within 5 feet of the Smart hero is successfully disarmed, the Smart Tactical Talent Tree hero can roll a Reex Save (DC:15) to immediately The Smart hero’s knowledge of tactics prots both catch hold of the disarmed weapon, regardless of herself and her allies. whether the Smart hero doing the disarming wished Unit Integrity: When the Smart hero attacks an opto acquire it for his or her self. If two or more Smart ponent who stands within 5 feet of herself, she gains heroes with this talent attempt to catch the same a +1 competence bonus for each ally who is within 5 weapon, it falls to the ground, where whoever gets to feet of that opponent, up to a maximum of +4. This it rst can pick it up. stacks with any bonus gained from anking an opponent. Skill Enhancement Talent Tree Prerequisite: Knowledge (tactics) 5 ranks The Smart hero is one of the most skilled adventurers Tactical Aid*: As a full-round action, the Smart hero around, and his ability to apply his knowledge and provides tactical aid to all of her allies (including hertalents in all situations makes him a valuable addition self) within sight and voice range of her position. This to the team. Smart heroes with talents from this tree, use of tactical aid requires an action point. This aid however, are able to use their skills and manipulate provides a +1 competence bonus on attack rolls. The their own abilities to the point where they are not bonus lasts for a number of rounds equal to one-half only able but exible as well. the Smart hero’s level, rounded down. Prerequisite: Knowledge (tactics) 7 ranks Competitive Edge: When taking this talent, the Smart hero must select one class skill. The Smart Tactical Expertise*: As a full-round action, the hero’s maximum ranks with that skill are increased by Smart hero can use her tactical knowledge to coordi+2. Note that this does not increase the Smart hero’s nate allies. Allies to be aected must be within sight actual ranks in the skill, only adding to the number and hearing distance of the Smart hero and must be of skill points he may invest in any chosen class skill. able to understand her. The Smart hero must make a Also, ranks in excess of the Smart hero’s character lev- Knowledge (tactics) check with a DC equal to 15 + the el+3 are not counted when determining if the Smart number of allies aected. She cannot take 10 or take hero fullls the requirements for an Advanced Class 20 on the check. If the check succeeds, all aected or Prestige Class. This talent can be taken multiple allies gain a competence bonus on attack rolls or a times, but only once for any given class skill. dodge bonus to Defense equal to the Smart hero’s Expanded Knowledge Base: The Smart hero gains Reputation bonus. The Smart hero chooses which an additional 2 skill points per level. of the two benets to impart and must impart the Prerequisite: Competitive edge same benet to all aected allies. The benets last
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TALENT TREE COMPENDIUM for 1 round. If the check fails, the Smart hero’s allies gain no benet, but the action point is still spent. The Bruiser Talent Tree Smart hero cannot apply the benets of this ability to The Strong hero’s natural strength and aptitude for herself. bare-knuckle ghting give her an advantage when Prerequisite: Knowledge (tactics) 9 ranks unarmed. Tactical Deception: The Smart hero can lure opArm Lock: When wrestling, the Strong hero knows ponents into making poor decisions in battle—either how to lock her opponent’s arm in place to injure leaving herself open to attack or drawing on her ophim and to prevent him from using a weapon. After ponent’s grasp of the tactical situation to manipulate the Strong hero has already initiated a grapple and him. As a standard action, the Smart hero can spend pinned a foe, she may make an opposed grapple an Action Point to activate this ability against a single check against him. If the Strong hero succeeds, she foe to whom she has line of sight. Her opponent must twists the opponent’s arm into a painful hold. The opalso be able to see her. The Smart hero’s foe attempts ponent automatically takes 1d4 points of damage at a Will save (DC 10 + half the Smart hero’s character the start of the Strong hero’s turn if she still holds the level + the Smart hero’s Intelligence modier). If this opponent pinned. In addition, the opponent suers save fails, the Smart hero chooses one of the followa –2 circumstance penalty on grapple checks against ing eects: the Strong hero until the pin ends. Note that the Strong hero’s Strength bonus and other modiers do The opponent must charge the Smart hero on not apply to this damage. the next action if there is a clear path to her. The Prerequisites: Base attack bonus +1, one talent from Smart hero can force an enemy to suer attacks either the Brute talent tree or the Extreme Eort talof opportunity by this means, but otherwise can ent tree never compel him to move into immediate jeop Jab: The Strong hero strikes a quick jab with her o ardy (over a chasm, through a bonre, etc.). hand, distracting her opponent while following up with a mighty blow from her primary hand. By taking The Smart hero chooses which of her allies the an aid another action with her o hand rst, treating opponent targets with his next attack. The foe may it as if it were a light weapon wielded in her o hand, have to move in order to attack the designated the Strong hero may choose to grant the aid another ally. The ally chosen must be either the closest ally action’s bonus to herself and then resolve the primary or within 30 feet of the opponent. The Smart hero attack as normal. The strong hero must spend a fullcan force an enemy to suer attacks of opporturound action to use this technique. If the Strong hero nity by this means, but otherwise can never comnormally gains more than one attack with her pripel him to move into immediate jeopardy (over a mary hand, she may attack only once at her highest chasm, through a bonre, etc.). base attack bonus. Prerequisites: Base attack bonus +1, one talent from The opponent suers a –5 penalty to all Spot and either the Brute talent tree or the Extreme Eort talListen checks against a single ally of the Smart ent tree hero’s choice. Leaping Tackle: By throwing herself into the air, the Strong hero can hammer into an opponent and knock Prerequisites: Any other talent from this tree, base him to the ground, making it easier to use unarmed attack bonus +6 strikes to pummel him into submission. When charging, the Strong hero may opt to make a Jump check (opposed by the opponent’s Strength check) in place “*” = Modern advanced or prestige classes exist which of an attack. The Strong hero gains a +2 competence may provide the Strong hero with a class ability bonus on this check. The opponent gains bonuses to similar, or identical, to this talent; a Strong hero who his check as if targeted with a bull rush. If the Jump already possesses this talent may choose another tal- check succeeds, the Strong hero and the opponent ent from this talent tree instead, or any talent which is fall prone in his space. Prerequisites: Base attack bonus +1, one talent from specied as a prerequisite for that talent. •
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STRONG HERO TALENTS
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TALENT TREE COMPENDIUM either the Brute talent tree or the Extreme Eort talent tree Low-Down Fighter: The strong hero is adept at ghting while prone, since she has trained relentlessly in wrestling and other forms of unarmed ghting. When prone, the Strong hero threatens the squares immediately adjacent to her, regardless of her reach. The strong hero may make unarmed strikes or trip attacks as her attacks of opportunity while prone, but she may not use other attack types, such as armed strikes or disarm attempts. Prerequisites: Base attack bonus +1, one talent from either the Brute talent tree or the Extreme Eort talent tree
Brute Talent Tree Strong heroes with these talents are remarkably forceful and powerful in close combat, dominating the battleeld wherever they go. Rough: The Strong hero receives a +1 bonus to all Bull Rush, Grapple and Trip checks. Rowdy: The Strong hero receives an additional +1 bonus to all Bull Rush, Grapple and Trip checks (+2 total). Prerequisite: Rough Brute: The Strong hero receives an additional +1 bonus to all Bull Rush, Grapple and Trip checks (+3 total). Prerequisites: Rough, rowdy
Feats of Strength Talent Tree The Strong hero can use his brute strength and overwhelming physical advantage to overcome almost any obstacle. The talents in the Feats of Strength Talent Tree allow the Strong hero to gain the most out of his own strength and make him more useful than simply participating in melee combat. Combined Strength: Whenever the Strong hero successfully uses the Aid Another action on a Strength check, he may add his Strength modier to the target’s check result, as opposed to the normal +2 bonus. Incredible Lifting: The Strong hero may spend one action point to use this talent. For one round, the Strong hero’s lifting capacity (i.e. his maximum heavy load) is multiplied by 1.5. Miraculous Lifting: The Strong hero may spend one action point to use this talent. For one round, the Strong hero’s lifting capacity (i.e. his maximum heavy
load) is doubled. This talent does not stack with the Incredible Lifting talent, but instead replaces it. Prerequisites: Incredible lifting
Foe Hammer Talent Tree In this Strong hero’s hands, a bludgeoning weapon is far more than a simple, brutish tool used to pound foes into submission. Whether using a simple club, the butt of a rie, or an exotic weapon like the threesection-sta, the Strong hero knows how to deliver attacks that maximize the raw force a bludgeoning weapon delivers. Foe Hammer: While he often relies on brute force to maximize the sheer power of a bludgeoning weapon, the Strong hero’s skill allows him to deliver that force with surprising precision. He may slam a foe in the gut or crack his skull to impair his ghting ability. The Strong hero may use a full-round action to make a single attack with a weapon that inicts bludgeoning damage at his best base attack bonus. If the Strong hero hits and inicts damage, his foe must succeed at a Fortitude save (DC 10 + half damage inicted) or suer a –2 injury penalty to attacks until the end of his next turn. This ability does not aect creatures immune to critical hits. The benets of this talent are only gained when the Strong hero is ghting with a bludgeoning weapon that he is procient with. Prerequisites: Power Attack feat, procient in at least one bludgeoning weapon Improved Foe Hammer: The Strong hero has learned to land crushing blows to a foe’s legs or knees, immobilizing him for a brief moment. As a full-round action, the Strong hero may make a single attack with a weapon that inicts bludgeoning damage at his best base attack bonus. If the Strong hero hits and inicts damage, the opponent must succeed at a Fortitude save (DC 10 + half damage inicted) or move at half speed on his next action. This ability does not aect creatures immune to critical hits. The benets of this talent are only gained when the Strong hero is ghting with a bludgeoning weapon that he is procient with. Prerequisites: Foe hammer, Power Attack feat, procient in at least one bludgeoning weapon, base attack +3 Master Foe Hammer: The strong hero specializes in hammering opponents in the gut, leaving them wracked with terrible pain. When the Strong hero scores a critical hit with a weapon that inicts blud-
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TALENT TREE COMPENDIUM geoning damage, he may choose to give up the bonus (critical) damage to cause the opponent instead to be sickened for a number of rounds equal to the Strong hero’s Strength bonus. This ability does not aect creatures immune to critical hits. The benets of this talent are only gained when the Strong hero is ghting with a bludgeoning weapon that he is procient with. Prerequisites: Foe hammer, Power Attack feat, procient in at least one bludgeoning weapon, base attack +9
Hurling Talent Tree Strong heroes with talents from this tree are skilled at utilizing their immense upper body strength to throw objects much farther than other Strong heroes can. Hurl: The maximum range at which the Strong hero can throw objects is increased to seven range increments. Great Hurl: The maximum range at which the Strong hero can throw objects is increased to ten range increments. Prerequisite: Hurl Mighty Hurl: The maximum range at which the Strong hero can throw objects is increased to twelve range increments. Prerequisites: Hurl, great hurl
Melee Brute Talent Tree Strong heroes with these talents rely on their sheer brute strength when engaged in close combat. Power Attack: Provided she fullls the prerequisites, the Strong hero receives the Power Attack feat. Inict Massive Damage: Anytime that a target makes a Fortitude save against massive damage inicted by this Strong hero’s melee attack, the DC for the save is increased by the Strong hero’s Strength modier. Holding and Hitting: The Strong hero with this talent gains a +2 bonus to melee attack rolls made against a target that she is grappling. Improved Power Attack: If the Strong hero takes a –3 or worse penalty to increase her damage via the Power Attack feat, any opponent she hits must succeed at a Fortitude save (DC 10 + half the Strong hero’s character level + the Strong hero’s Strength modier) or suer a –1 injury penalty to attacks for 1 round. The Strong hero’s powerful attack leaves her foe in terrible, distracting pain. A specic target need
make only one Fortitude saving throw per round to ignore this eect, even if the Strong hero hits that opponent more than once. Prerequisites: Power Attack feat, base attack bonus +3 Greater Power Attack: If the Strong hero takes a –5 or worse penalty to increase her damage via the Power Attack feat, any opponent she hits must succeed at a Reex save (DC 10 + half the Strong hero’s character level + the Strong hero’s Strength modier) or be knocked prone. A specic target need make only one Reex saving throw per round to ignore this eect, even if the Strong hero hits that opponent more than once. Prerequisites: Power Attack feat, base attack bonus +5
Mighty Talent Tree Strong heroes with this talent tree are capable of drawing upon their immense strength to resist adverse situations and conditions. Might: Three times per day, the Strong hero with this talent can add his Strength modier as a morale bonus to any one saving throw. Mighty Fortitude: With this talent, the Strong hero adds his Strength modier as a morale bonus to all of his Fortitude saving throws. This eect is not cumulative with the bonus gained from the Might talent. Prerequisite: Might Mighty Reexes: With this talent, the Strong hero adds his Strength modier as a morale bonus to all Reex saving throws. This eect is not cumulative with the bonus gained from the Might talent. Prerequisites: Might, mighty fortitude Mighty Will: With this talent, the Strong hero adds his Strength modier as a morale bonus to all of his Will saving throws. This eect is not cumulative with the bonus gained from the Might talent. Prerequisites: Might, mighty fortitude
Soldiery Talent Tree Strong heroes with this talent tree have either received intensive military training or been born with natural aptitudes which would blossom if they pursued a martial calling. Haul*: The Strong hero can carry more heavy gear than the typical soldier. The Strong hero’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.
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TALENT TREE COMPENDIUM Light Sleeper*: The Strong hero is light sleeper and can make Listen checks even while asleep, without penalty. (A sleeping Strong hero normally takes a –10 penalty on Listen checks.) Unhindered*: The Strong hero treats any suit of armor worn as though its armor penalty is 2 better. Prerequisite: Haul Armor Use: The Strong hero’s total defense bonus when wearing armor is increased one-fourth of his character level (round down). Prerequisites: Haul, unhindered
Wrestling Talent Tree
make an opposed grapple check to damage an opponent’s Constitution score. This is an attack action, just as a normal opposed grapple roll. If the Strong hero wins the opposed roll, the opponent suers temporary Constitution damage equal to the Strong hero’s Strength modier. Prerequisites: Skilled grappler, grip of iron
TOUGH HERO TALENTS “*” = Modern advanced or prestige classes exist which may provide the Tough hero with a class ability similar, or identical, to this talent; a Tough hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specied as a prerequisite for that talent.
Strong heroes with this talent tree are exceptional wrestlers. They specialize in powerful holds and moves that take advantage of their great physical strength. Skilled Grappler: With this talent, the Strong hero Bulletproof Talent Tree can start a grapple without provoking an attack of op- Possessing a talent for survival usually seen only in an portunity. Furthermore, grappling damage inicted action movie, the Tough hero can cheat death—espeby the Strong hero is considered lethal, as opposed cially in a gunght—thanks to the following talents. Endure Gunshot: The Tough hero ignores 1 point of to non-lethal for normal grappling damage. Mat Techniques: The Strong hero can make a melee ballistic damage. Ballistic Resistance: The Tough hero ignores an attack from the prone position and suer no penalty on the attack roll. If his attack roll is successful, the amount of ballistic damage equal to her Constitution Strong hero may regain his feet immediately as a free modier. Prerequisite: Endure gunshot action.. Improved Ballistic Resistance: This talent doubles Disable: Strong heroes with this talent can make an opposed grapple check to disable their opponent’s the eectiveness of the Tough hero’s ballistic resislimb. If the opposed grapple check succeeds, the tance talent. In other words, the Tough hero may now Strong hero must choose whether to disable the arm ignore an amount of ballistic damage equal to twice or leg. If the opponent’s arm is disabled, they suer a her Constitution modier. Prerequisites: Endure gunshot, ballistic resistance –4 penalty to all attack rolls for 1 round per point of “Only a Flesh Wound”: The Tough hero is better the Strong hero’s Strength modier. If the Strong hero disables the opponent’s leg, the opponent’s speed in equipped to withstand a gunshot wound. She may add her base Fortitude save to her massive damage cut in half for the same duration. Tackle: When the Strong hero starts a grapple by threshold against ballistic damage. Damage from charging into an opponent, the Strong hero gains a other sources is compared to the massive damage +4 circumstance bonus to the touch attack made to threshold normally. Prerequisite: Endure gunshot start the grapple rather than the +2 normally gained “Now You’ve Made Me Angry”: Whenever the from charging. Improved Tackle: When the Strong hero starts a Tough hero is reduced to below half her normal full grapple by charging, he gains a +4 circumstance hit points; she gains a +2 bonus to attack rolls and bonus to the rst grapple check he makes with the damage. This eect lasts until she recovers enough opponent, provided he hits with his charging attack hit points to bring her hit point total back up to half or more of her normal full total. and starts a grapple. Prerequisites: Any three talents from this tree and/or Prerequisite: Tackle Punishing Grapple: While grappling, the Strong the Damage Reduction Talent Tree hero with this talent can spend an Action Point and
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TALENT TREE COMPENDIUM
Death’s Door Talent Tree Though the Tough hero excels at soaking up damage without going down, sometimes even the most talented hero succumbs to the rigors of adventuring life. Tough heroes with talents from this tree have learned to roll with the punches and are extremely hard to kill. In fact, many heroes with these talents seem to reject the notion of death even when a normal man or woman would be killed outright. Linger On: Whenever the Tough hero is reduced to negative hit points, he loses one hit point every other round until stabilized, as opposed to the normal one hit point per round. Cling to Life: The Tough hero is able to sustain more damage than other characters and continues to live on when others would die. The Tough hero is considered to be dying from –1 to –14 hit points, and dead at –15 hit points or lower. Prerequisite: Linger on Stable Status: The Tough hero may spend one action point to use this talent. Whenever the Tough hero is reduced to negative hit points, the expenditure of the action point causes him to stabilize automatically. Prerequisites: Linger on, cling to life
ponent attempting to start Constitution modier
a grapple, he adds his to the attack roll. Advanced Block Grapple: The Tough hero always gains an attack of opportunity against anyone who attempts to start a grapple against him, including those with feats and abilities that might prevent him from receiving the attack of opportunity, such as Combat Martial Arts, Improved Grab, or the improved grapple talent. The Tough h e r o is still limited to his normal maximum number of attacks of opportunity in a round. Prerequisites: Resist grapple, block grapple Resist Grapple: All grappling damage the Tough hero suers is reduced by 2 points. Greater Resist Grapple: All grappling damage the character suers is reduced by 4. This damage reduction replaces that provided by the resist grapple talent. Prerequisite: Resist grapple Advanced Resist Grapple: All grappling damage the character suers is reduced by 6. This damage reduction replaces that provided by the resist grapple or greater resist grapple talents. Prerequisites: Resist grapple, greater resist grapple
Hardened Talent Tree
Grappling Resistance Talent Tree
The Tough hero’s body has been toughened by long hours of punishing exercise or labor. Toughened Hands: The Tough hero has spent much of his life carrying heavy objects, handling coarse objects, or both, and his hands are callused
Tough heroes with this talent tree are tough grappling opponents. It is difcult to get a good hold on them and they are seemingly numb to all but the most damaging moves. Block Grapple: Any time the Tough hero makes an attack of opportunity provoked by an op-
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TALENT TREE COMPENDIUM Prerequisites: Magic resistance, improved magic reand hardened. Three times per day, when the Tough hero is about to be attacked in melee, but before the sistance, greater magic resistance attack is rolled, the Tough hero can catch the attack with one or both hands. So long as the Tough hero Protector Talent Tree has at least one hand free, he automatically catches The Tough hero is skilled at protecting those who the weapon or unarmed attack. This means the attack need it. automatically hits (and is not rolled, therefore removHarm’s Way*: Once per round, if the Tough hero is ing the possibility of a critical hit), but the damage adjacent to an ally who is targeted by a direct melee is divided by 4 and rounded down (to a minimum or ranged attack (but not an area eect), the Tough of 1)—the Tough hero catches the st, is stabbed hero can subject him or herself to the attack in the through palm, grasps the blade of the sword, etc. ally’s stead. If the attack hits the Tough hero, he or her Undaunted: The Tough hero has seen a lot of hard takes damage normally. If it misses, it also misses the knocks, and failure only stokes the fury of his determially. nation. When the Tough hero spends an action point The Tough hero must declare his or her intention to to improve a Constitution-based roll, if the roll still place him or herself in harm’s way before the attack fails, the Tough hero gets that action point back as if it roll is made. The Tough hero selects his or her ally eihad never been spent. ther prior to combat or immediately after the Tough Improved Toughened Hands: When the Tough hero makes his or her initiative check. The Tough hero hero catches an attack with his toughened hands can’t change his or her ally for the duration of the talent (see above), he can try to keep the weapon he combat. was attacked with. If he was attacked with a melee Protective Strike*: While the Tough hero is protectweapon, he can make a free disarm attempt without ing his ally (see Harm’s Way, above), any attack against provoking an attack of opportunity and, if successful, the ally provokes an attack of opportunity from the he can choose to automatically retain the weapon for Tough hero with this talent. Note that this talent does himself, even if he has a weapon in his other hand, not grant the Tough hero the ability to make more so long as both weapons only require one hand. If he attacks of opportunity in a round than he otherwise was attacked with an unarmed attack, the Tough hero could. can attempt a free trip or grapple attack against the Prerequisite: Harm’s way attacker without provoking an attack of opportunity. Protective Bonus*: When the Tough hero is dePrerequisite: Toughened hands fending an ally using the Harm’s Way talent above, she receives a +1 bonus to her Defense against any Magic Resistance Talent Tree attack she intercepts. This talent may be selected The Tough hero is especially resistant to the eects of multiple times. Each time this talent is selected, the mysticism, magic, and FX powers. Obviously, this tal- bonus increases by +1 (to a maximum of +4). Prerequisite: Harm’s way. ent is only available in settings where magic exists. Magic Resistance: Heroes with this talent gain spell Defensive Stance: The Tough hero can become a resistance equal to their Tough hero class level +6. stalwart bastion of defense. In this defensive stance, Improved Magic Resistance: Heroes with this tal- the Tough hero gains phenomenal strength and duent gain spell resistance equal to their Tough hero rability, but she cannot move from the spot she is class level +9. defending. She gains the following benets: • +2 Strength Prerequisite: Magic resistance Greater Magic Resistance: Heroes with this talent • +4 Constitution gain spell resistance equal to their Tough hero class • +2 resistance bonus on all saves level +12. • +4 dodge bonus to Defense Prerequisites: Magic resistance, improved magic reWhile defending, the Tough hero cannot use skills or sistance abilities that would require her to shift her position, Supreme Magic Resistance: Heroes with this talent such as Move Silently or Jump. A defensive stance gain spell resistance equal to their Tough hero class lasts for 3 rounds, plus the Tough hero’s (newly imlevel +15. proved) Constitution modier. The Tough hero may
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TALENT TREE COMPENDIUM end the defense voluntarily prior to this limit. At the Reex saves. He does not take the penalty to Defense end of the defense, the Tough hero is winded and suf- he would receive in a rage. While in a whirling frenzy, fers a -2 penalty to Strength for the duration of that the Tough hero may make one extra attack in a round encounter. The Tough hero can only take her defen- at his highest base attack bonus, but this attack takes sive stance a number of times per day equal to 2 + one a –2 penalty, as do all other attacks made this round. quarter of the Tough hero’s charcater level (rounded This penalty applies for 1 round, so it also aects any down). Taking the stance takes no time itself, but the attacks of opportunity the Tough hero might make Tough hero can only do so during her action. before his next action. Any time a Tough hero enters Prerequisites: Harm’s way, protective bonus, base a whirling frenzy, it counts as 1 use of his rage ability. defense bonus +5 or higher It is impossible to enter a rage and a whirling frenzy during the same encounter. Prerequisite: Rage 1/day Rage Talent Tree Rage 2/day: The Tough hero can enter a rage twice A terrible wrath broods and seethes within the Tough per day rather than once. However, the Tough hero hero’s soul, a fury that nds release only in battle. can y into a rage only once per encounter. Rage 1/day: The Tough hero can y into a rage once Prerequisites: Rage 1/day, character level 4 per day. In a rage, the Tough hero temporarily gains Rage 3/day: The Tough hero can enter a rage three a +4 bonus to Strength, a +4 bonus to Constitution, times per day rather than once. However, the Tough and a +2 morale bonus on Will saves, but he takes a hero can y into a rage only once per encounter. –2 penalty to Defense. The increase in Constitution Prerequisites: Rage 2/day, character level 8 increases the Tough hero’s hit points by 2 points per Greater Rage: The Tough hero’s bonuses to Strength level, but these hit points go away at the end of the and Constitution during his rage each increase to +6, rage when his Constitution score drops back to norand his morale bonus on Will saves increases to +3. mal. (These extra hit points are not lost rst the way The penalty to Defense remains at –2. If the Tough temporary hit points are.) While raging, the Tough hero has the whirling frenzy talent, he bonuses while hero cannot use any Charisma-, Dexterity-, or Intelin a whirling frenzy do not receive these increases. Inligence-based skills (except for Balance, Escape Artist, stead, his bonus to Strength increases to +6, and his Intimidate, and Ride), the Concentration skill, or any dodge bonus to Defense and Reex saves increases abilities that require patience or concentration, nor to +3. can he cast spells or activate magic items that require Prerequisite: Rage 3/day a command word, a spell trigger (such as a wand), or Tireless Rage: The Tough hero no longer becomes spell completion (such as a scroll) to function. He can fatigued at the end of his rage. use any feat he has, except those that have a miniPrerequisites: Any other 4 talents from this tree mum Intelligence score and/or spellcasting or psionic Indomitable Rage: While in a rage, the Tough hero ability (in a campaign featuring magic or psionics) as gains a +4 bonus on Will saves to resist mind-aectprerequisites. A t of rage lasts for a number of rounds ing abilities. This bonus stacks with all other modiequal to 3 + the Tough hero’s (newly improved) Coners, including any morale bonus on Will saves the stitution modier. The Tough hero may prematurely Tough hero may receive for being in a rage. end his rage. At the end of the rage, the Tough hero Prerequisites: Any other 4 talents from this tree loses the rage modiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of Survivalist Talent Tree the current encounter. Entering a rage takes no time Heroes with this talent tree are adept at enduring the itself, but the Tough hero can do it only during his ac- harsh elements of nature and living o the land. tion, not in response to someone else’s action. Harsh Weather Endurance: The Tough hero with Whirling Frenzy: The Tough hero can choose to this talent experiences all temperatures as though use his rage ability dierently. Instead of gaining they are 10 degrees more favorable to him. For dethe normal bonuses for a rage (described above), termining the eects of severe weather on the Tough the Tough hero temporarily gains a +4 bonus to hero, hot weather seems 10 degrees cooler and cold Strength and a +2 dodge bonus to Defense and on weather seems 10 degrees warmer.
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TALENT TREE COMPENDIUM Improved Harsh Weather Endurance: The Tough hero takes only half damage from hot and cold weather. Prerequisite: Harsh weather endurance Outdoor Skills: Tough heroes with this talent add a bonus equal to their Constitution modier to these skills when using them in the wilderness: Climb, Swim, and Navigate. Master Survivalist: Tough heroes with this talent add a bonus equal to half their character level to all Survival skill checks. Fasting: The Tough hero is able to go six days without eating before he begins to suer starvation penalties. Prerequisite: Concentration 4+ ranks Camel’s Endurance: Tough heroes with this talent can survive on only half as much water as a normal person needs. Prerequisites: Concentration 4+ ranks, fasting
Vigor Talent Tree Tough heroes with this talent tree are remarkably capable of enduring harmful chemicals and infectious diseases. Vapor Resistance: Tough heroes with this talent gain a +4 bonus to saving throws made against all forms of gas attacks, including strong odors such as those produced by a skunk or walking in a sewer. Toxin Resistance: Tough heroes with this talent gain a +4 bonus to all saving throws made against poison. If the poison is in the form of gas, this bonus does not stack with the bonus from vapor resistance. Prerequisite: Vapor resistance Disease Resistance: Tough heroes with this talent gain a +4 bonus to all saving throws made against disease. Prerequisite: Vapor resistance
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TALENT TREE COMPENDIUM
CONTENTS INTRODUCTION .................................................................1 Talent Trees by Class.........................................................2
Unarmed Prodigy Talent Tree......................................19
CHARISMATIC HERO TALENTS.......................................2 1,000 Faces Talent Tree....................................................3 Authority Talent Tree ........................................................3 Information Talent Tree ...................................................4 Instruction Talent Tree .....................................................4 Notoriety Talent Tree ........................................................5 Privilege Talent Tree..........................................................5 Threatening Talent Tree...................................................6 Weapon Display Talent Tree...........................................7 Well-Traveled Talent Tree ................................................7
SMART HERO TALENTS ..................................................20 Business Sense Talent Tree...........................................20 Combat Interaction Talent Tree ..................................20 Craft Talent Tree ...............................................................21 Deduction Talent Tree....................................................21 Engineering Expert Talent Tree ..................................22 Intuitive Leap Talent Tree..............................................22 Mechanical Aptitude Talent Tree ...............................23 Precision Talent Tree.......................................................23 Quick Thinking Talent Tree...........................................23 Skill Enhancement Talent Tree ....................................24 Tactical Talent Tree ..........................................................24
DEDICATED HERO TALENTS ...........................................8 Animal Friendship Talent Tree.......................................8 Attentive Talent Tree ........................................................9 God of Gamblers Talent Tree .......................................11 Diagnosis Talent Tree .....................................................11 Favored Enemy Talent Tree ..........................................12 Lore Talent Tree ................................................................12 Martial Discipline Talent Tree ......................................12 Natural Hunter Talent Tree ...........................................13 Paranoia Talent Tree........................................................13 Sleuth Talent Tree ............................................................14 Weapon of Choice Talent Tree ....................................14 Wilderness Expert Talent Tree .....................................15
STRONG HERO TALENTS................................................25 Bruiser Talent Tree ...........................................................25 Brute Talent Tree ..............................................................26 Feats of Strength Talent Tree .......................................26 Foe Hammer Talent Tree ...............................................26 Hurling Talent Tree..........................................................27 Melee Brute Talent Tree.................................................27 Mighty Talent Tree...........................................................27 Soldiery Talent Tree.........................................................27 Wrestling Talent Tree......................................................28 TOUGH HERO TALENTS..................................................28 Bulletproof Talent Tree ..................................................28 Death’s Door Talent Tree ...............................................29 Grappling Resistance Talent Tree...............................29 Hardened Talent Tree .....................................................29 Magic Resistance Talent Tree.......................................30 Protector Talent Tree ......................................................30 Rage Talent Tree ...............................................................31 Survivalist Talent Tree ....................................................31 Vigor Talent Tree ..............................................................32
FAST HERO TALENTS.......................................................15 Acrobatic Talent Tree ......................................................15 Elusive Talent Tree ...........................................................16 Eciency Talent Tree......................................................16 Instinctive Response Talent Tree................................17 Point Blank Range Talent Tree.....................................17 Speed Wrestling Talent Tree ........................................18 Thug Talent Tree...............................................................18
Talent Tree Compendium is ™ and © 2006 Jeremy Forbing. All Rights Reserved. Big Finger Games and the Big Finger Games logo is a trademark owned by Michael Todd. The original purchaser of this electronic product may print copies for his or her own personal use only. This document is a work of ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
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