Talents are special abilities a character might be born with or gain through training. Unlike “abilities,” Talents are not ranked; either a character has a specific talent or they do not. A player has 2 points to spend on initial Talents when creating their character. The cost for each talent is shown in parentheses beside each description. As characters go up in level, they gain one or two additional talent points every few levels, depending upon their class (see leveling tables under each class description for specifics). These points can be spent right away or saved up and spent on a higher-cost talent later on.

  1. Advantage (2) – Once per game day, you put all your focus into making the best of a situation. You roll 2d20 and pick the result you want.
  2. Agile (1) – You get a +2 bonus to all Acrobatic, Thievery, and DEX checks.
  3. Alertness (1) – You get a +2 bonus to all Awareness and WIS checks.
  4. Animal Affinity (1) – You get a +2 bonus to all Persuasion checks with animals.
  5. Animal Companion (1) – The character has an animal follower that is loyal and understands the character’s commands. The animal is typical of its species but can improve as the character gains experience.
  6. Blind Fight (1) – In melee, any time you miss because of Concealment you can reroll your miss chance percentile roll one time to see if you actually hit. An Invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being Invisible. The Invisible attacker’s bonuses do still apply for ranged attacks, however.
  7. Call of Nature (1) – You have an affinity with nature. You can calm animals with a CHA check, you leave no tracks in natural environments, and are unhindered by natural undergrowth.
  8. Cleave (2) – If you deal a creature enough damage to make it Disabled (typically by dropping it to below zero hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5’ step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  9. Deceitful (1) – You get a +2 bonus to all Persuasion checks concerning disguise, forgery, or lying.
  10. Deflect Arrows (2) – You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit by a ranged weapon, you can deflect it so that you take no damage. You must be aware of the attack and not Flat-footed. It is handled like a Heroic Action, but attempting to deflect a ranged weapon doesn’t count as an action. Unusually large ranged weapons and ranged attacks generated by spell effects can’t be deflected.
  11. Disperse Magic (2) – Once per round when you would normally be affected by Magic you can negate it so that you take no damage. You must be aware of the attack and not Flat-footed. It is handled like a Heroic Action. Attempting to Disperse Magic doesn’t count as an action.
  12. Dodge (1) – You receive a +1 bonus to your AC.
  13. Dual Wield (2) – You can fight with two weapons with a penalty of -1 to hit on your primary weapon and -2 to hit on your off-hand weapon.
  14. Empower Spell (1) – You spend one mana to add a 1d6 to your spell’s dice roll.
  15. Enlarge Spell (1) – You can double the range of spells by doubling the mana.
  16. Exotic Weapon Proficiency (1) – You are proficient with one exotic weapon.
  17. Expanded Critical (1) – Add one to your potential critical range for all weapons.
  18. Far Shot (2) – When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.
  19. Focused Ravaging (1) – A ravaging spellcaster can focus where their energy comes from, dealing the spell’s mana cost in damage to the target. Range 30’. The caster must succeed at a Heroic Action vs the target (Spellcraft skill vs Will save), otherwise the energy comes from the spellcaster.
  20. Great Fortitude (1) – You can add +2 bonus to  all Fortitude checks.
  21. Healing (1) – You can take a round to bind an injury (the target gains back +1 HP). During rest a healer can use their abilities to allow other characters gain back double the normal hit points.
  22. Investigator (1) – You get a +2 bonus to all Awareness and WIS checks.
  23. Improved Initiative (1) – You get a +2 bonus to your initiative.
  24. Lightning Reflexes (1) – You get a +2 bonus to all Reflex saving throws.
  25. Magical Aptitude (1) – You get a +2 bonus to Spellcraft checks.
  26. Maximize Spell (2) – You can triple the mana for a spell and all numeric effects of that spell are maximized.
  27. Multi-Shot (2) – As a standard action, you can fire two arrows at the same time in a single shot at a single opponent within 60’. Both arrows use the same attack roll (with a -2 penalty) to determine success and deal damage normally.
  28. Mythic Heroic Action (3) – You get a +2 bonus to any Heroic Action.
  29. Negotiator (1) – You get a +2 bonus to all CHA and Persuasion checks.
  30. Over-Extended Attack (1) – You add an additional 1d6 damage to a successful melee hit, but you also receive the same damage as you strain your body in the attack.
  31. Parry (2) – Once per round, if you would normally be hit with a melee weapon you can parry it so that you take no damage. You must be aware of the attack and not flat-footed. It is handled like a Heroic Action, but attempting to parry a melee weapon doesn’t count as an action.
  32. Perform (1) – The adventurer is skilled in a form of entertainment. It can be used to distract, encourage, or enchant others.
  33. Powerful (1) – You get a +2 bonus to all Athletics and STR skill checks.
  34. Rapid shot (2) – You gain one more attack with a ranged weapon. The additional attack is at your highest attack bonus -2.
  35. Run (1) – Three times per combat, as a single Move Action per round, you can move double your normal speed with no disadvantage. While running, you retain your Dexterity bonus to AC.
  36. Shield Bash (1) – As an action, which does not count as an attack, you can attempt to knock prone an adjacent opponent with a Heroic Action. If successful, it also does 1d4 damage.
  37. Sidestep (1) – If your opponent misses you with an attack, you can move 5’ afterwards.
  38. Skilled (1) – You receive two extra skill points.
  39. Spell Mastery (2) – You get a +3 bonus to all Spellcraft checks.
  40. Spell Resistance (1) – You get a +3 to all saves vs. Magic.
  41. Stealthy (1) – You get a +2 bonus to all DEX checks, which include hiding and/or moving silently.
  42. Studious (1) – You get a +2 bonus to all Knowledge and INT checks.
  43. Stunning Strike (1) – You take a -5 to attack, but if your attack hits your opponent is Stunned for one round.
  44. Survivalist (1) – You get a +2 bonus to all Survival and WIS checks.
  45. Take a Hit (1) – You can take a hit and suffer less damage. Damage Reduction (DR) -1.
  46. Tenacity (1) – You get a +2 bonus to all Endurance and CON checks.
  47. Unbreakable Will (1) – You get a +2 bonus to all Will saving throws.
  48. Weapon Dexterity (1) – You can use your DEX bonus on small and medium melee weapons as your To Hit bonus.
  49. Weapon Specialty (1) – You can choose a weapon with which you are specialized, gaining a +1 bonus to all attack and damage rolls made using that weapon. Weapon choice cannot be changed.
  50. Whirlwind Attack (2) – Once per round, you can attack all of those within reach with your full base attack bonus. Dice are rolled for each target attacked, and each target after the first gets an additional -1 to the attack roll.
  51. Wild Empathy (1) – You can improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person.