TalentsExtraordinary abilities that define your character. More
TalentsExtraordinary abilities that define your character. More define a character. They are the character’s specialA special success if the roll is equal to or less than 1/5 t... More abilties. The specialA special success if the roll is equal to or less than 1/5 t... More skills earned through hard training and use. Some talentsExtraordinary abilities that define your character. More require other talentsExtraordinary abilities that define your character. More before becoming available for learning.
Every character starts with three Talent Points, which allows them to learn TalentsExtraordinary abilities that define your character. More. While most TalentsExtraordinary abilities that define your character. More cost one point, some have a higher cost. These skills are also divided among the archetypes. Unlike some other games, a character can learn abilities from any archetype tree, as long as they have the prerequisite TalentsExtraordinary abilities that define your character. More and the points. Talent points can be “saved” for a future skills that takes more points than the character currently has.
Also, there are references to Talent Point LevelSome things are determined by a characters Talent Point Leve... More in sections of this book. This references the total Talent Points the character has, spent or unspent. Talent Point LevelSome things are determined by a characters Talent Point Leve... More can unlock different things, such as Legacy Item abilities or being able to cast spells with more mana.
Warrior
Fighter Talent Tree
- Gain Health
- Heroic Surge or Powerful Attack
- Weapon Specialty or ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More Specialty
- Extra attack
- Reposition or Natural Strength or Defensive Specialist
- Bonus Attack
Gain Health (2): Add your CON to your total Hit Points Max.
Heroic Surge (1; prerequisite: Gain Health): Once per encounter, the fighter may take a bonus Heroic Action or Move Action.
Powerful Attack (1; prerequisite: Gain Health or Rage): Before rolling on attacks, you may choose to suffer a -10 melee attack roll penalty while gaining +1d8 to the melee damage roll.
Weapon Specialty (1; prerequisite: Heroic Surge or Powerful Attack): You may choose a specific weapon to specialize in, gaining a +5 bonus to the weapon skill. Weapon choice cannot be changed.
ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More Specialty 1; prerequisite: Heroic Surge or Powerful Attack): The fighter’s skill with a shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More can be used to protect allies. The fighter may use their shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More skill to attempt to block attacks against adjacent creatures. Attempting to use their shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More for an allies defense counts as a defensive roll for the fighter, using their current defensive roll penalties and accruing additional penalty after the attempted block. If the attempted block is unsuccessful, the attack continues as normal. This action occurs prior to the defended creature’s defense attempt and does not prevent the defended creature from taking their own defensive action.
Extra Attack (1; prerequisite: Rage Mind, ResistMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More Magic, or Weapon Specialty): You gain an additional attack each round.
Reposition (1; prerequisite: Extra Attack): Once per round as a reaction, when a Fighter is flanked, they get a free move of up to 5 ft. This does not provoke attacks of opportunity.
Defensive Specialist 1; prerequisite: Extra Attack): Each of your defensive abilities now has a separate pool. For example, if you Dodge the first attack against you in a round, you may use Parry or ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More against other attacks with no penalty; however, additional attacks against the same defensive pool within one round still accrue a penalty per normal.
Natural Strength (1; prerequisite: Extra Attack): Gain 2 STR.
Bonus Attack (1; prerequisite: Reposition or Natural Strength): Once per round, a Fighter may make an additional attack as a Free Action. This is in addition to the Extra Attack and attacks gained from any other source.
Berserker Talent Tree
- Rage
- Fast Movement
- Powerful Attack
- Extra attack
- Rage Mind or Natural CON
- Focused Rage
Rage (2): Once per encounter as a Free Action, a Berserker rages and gains +2 DMG to melee attacks and ignores 1 damage. This lasts 1 minute, as long as attacking a hostile target or moving to attack. Mage characters cannot cast spells or maintain spell concentration during this period.
Fast Movement (1; prerequisite: Rage, Powerful Attack, or Expert Tracker): A berserker adds 10’ to their base movement speed. They can not gain this bonus if wearing heavy armor.
Powerful Attack (1; prerequisite: Fast Movement or Gain Health): Before rolling on attacks, you may choose to suffer a -10 melee attack roll penalty while gaining +1d8 to the melee damage roll.
Rage Mind (1; prerequisite: Fast Movement): While Raging, gain immunity to Charm and FearMana per Level: Varies Casting Time: 1 Standard Action Range... More effects.
Extra Attack (1; prerequisite: Rage Mind, ResistMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More Magic, or Weapon Specialty): You gain an additional attack each round.
Natural Constitution (1; prerequisite: Rage Mind): Gain 2 CON.
Focused Rage (1; prerequisite: Natural Constitution): The berserker’s Rage now gains +4 DMG and DR 3. Lasts 1 minute, as long as attacking a hostile target or moving to attack. Cannot cast spells or maintain spell concentration. Once per encounter.
Archeon Talent Tree
- Mage Bane
- Magic Sense or Disperse Magic
- ResistMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More Magic or Spell Siphon
- Extra Attack
- Spell ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More
- Disruption
Magebane (2): Once per round, an archeon may roll two d100’s during an attack and choose the highest roll against any creature or person using magic spells. They can also use Magebane during Heroic Actions against spellcasters.
Magic Sense (1; prerequisite: Mage Bane): When an archeon spends time around a place, person, or creature, they can detect if magic has been used, and if it was ravaging magic. They must spend 30 minutes in the area or with a person to detect this automatically. An archeon can spend 12 seconds to determine if anyone within 30 ft. is a magic user with a successful Sense check. If an archeon witnesses the use of magic, they can tell if it’s ravaging magic with a successful easyYour skill is doubled when a task is easier than normal. Eas... More Sense check.. If an archeon spends an hour with a person and succeeds at an easyYour skill is doubled when a task is easier than normal. Eas... More Sense check, they can tell if that person has used ravaging magic (if the character has any ravage points, the archeon can tell).
Disperse Magic (1; prerequisite: Mage Bane): 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. It is handled like a Heroic Action: Survival or Spellcraft versus spellcaster’s Spellcraft. Attempting to Disperse Magic does not count as an action; it is a Reaction.
ResistMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More Magic(1; prerequisite: Magic Sense): An archeon gets to roll 2d100 and choose the highest roll on Survival checks to escape or resistMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More a persistent magical effect.
Spell Siphon (2; prerequisite: Disperse Magic) – an archeon can absorb a spell that affects them, causing it to not affect the archeon with a successful opposed Heroic Action (Will vs. Spellcasting). They may store the siphoned spell and cast it once. Storing the spell causes damage equal to the mana per round it is stored.
Extra Attack (1; prerequisite: Rage Mind, ResistMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More Magic, or Weapon Specialty): You gain an additional attack each round.
Spell ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More (1; prerequisite: ResistMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More Magic or Spell Siphon): Once per encounter, as a Move Action, an Archeon may create a shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More that blocks magical energy. The shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More is directional and protects those behind the Archeon up to 10 ft. This negates any magical spell damage, including Area of Effect. This does not stop the spell; targets outside the Archeon’s ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More will take damage as normal. An Archeon can maintain a shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More for 4 rounds.
Disruption (1; prerequisite: Spell ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More): Once per encounter, as a Move Action, an Archeon can disrupt a Mage’s ability to cast magic or cancel a spell already in effect. The target must be within 40’.
Each round, a Mage must make a Heroic Action (mage’s Spellcraft Skill vs the archeon’s Survival Skill) in order to cast spells or spend mana. An Archeon can maintain Disruption on a mage by spending a Free Action each round.
Spells are automatically canceled for as long as the archeon maintains concentration. The cost of concentration varies per spell. 3 mana or lower (Free Action), 5 mana (Move Action), 7 mana (Standard Action). When an Archeon stops concentrating or is knocked unconscious, the mage’s spell becomes active again, unless the spell’s duration is complete.
Expert
Factor Talent Tree
- Contacts
- Barter
- Evasion
- Loyalty
- Blend In
- Examiner
- Improved Barter
- Masterful Contacts
- Masterful Intuition
- Broker
Loyalty (2): Once per round, as a free action, a factor can give an ally who is within 20’ of them a +5% bonus to a combat skill during their attack roll.
Barter (1; prerequisite: Loyalty): A factor can automatically negotiate a 10% decrease or increase in the cost of retail goods bought or sold.
Contacts (1; prerequisite: Barter): A factor knows people. The factor gains +5% to Insight and Persuasion skill checks with people they know. They gain a +5% to finding or identifying a person of interest or knowing a place to get rare goods.
Blend In (1; prerequisite: Loyalty): A factor is good at blending into their environments. They and their companions gain a +15% to skill checks for Disguise in any environment.
Examiner (1; prerequisite: Blend In): A factor can identifyMana per Level: 1 Casting Time: 20 Minutes Range: Touch Targ... More one item per day as per the IdentifyMana per Level: 1 Casting Time: 20 Minutes Range: Touch Targ... More spell.
Improved Barter (1; prerequisite: Contacts): A factor can automatically negotiate a 20% decrease or increase in the cost of retail goods bought or sold.
Masterful Contacts (1; prerequisite: Improved Barter): The factor gains +3 to Awareness and Persuasion skill checks with people they know. They gain a +3 to finding or identifying a person of interest, or knowing a place to get rare goods.
Masterful Intuition (1; prerequisite: Examiner): A factor is a master at reading others. They gain +5 expertise bonus to all Awareness skill checks involving diplomacy.
Broker (1; prerequisite: Masterful Contacts: A factor gains +4 to finding the sources of any rare or wondrous goods. They also automatically negotiate a 30% decrease or increase in the cost of retail goods bought or sold.
Rogue Talent Tree
- Trapfinding
- Sneak Attack
- Artful Dodger
- Evasion
- Improved Evasion
- Gut Feeling
- Trap Mastery
- Expert Mobiity
Sneak Attack (2): Once per round on a successful hit, deal 1d6+db extra damage to a target, as long as the attack is EasyYour skill is doubled when a task is easier than normal. Eas... More due to the target being flanked, prone, disabled, or grappled. The weapon used must be a lightMana per Level: Varies Casting Time: 1 Standard Action Range... More or medium melee weapon or a ranged weapon.
Trapfinding (1; prerequisite: Sneak Attack): Search and disarm traps with difficulty greater than DC 20. Use either Awareness or Thievery skill for detecting traps. Only Thievery may be used to disarm a trap.
Artful Dodger (1; prerequisite: Sneak Attack or Quick Shot): Once per round, use a Free Action as a Move Action. Useful to get into position or hide!
Evasion (1; prerequisite: Sneak Attack): Upon a successful Acrobatics check against an attack that deals half damage, you evade the attack and take no damage.
Improved Evasion (1; prerequisite: Evasion): Upon failing a saveRolling a characteristic to resist an effect or spell. More, take only ½ damage.
Gut Feeling (1; prerequisite: Trapfinding): You sense the presence of any traps when entering an area. An Awareness or Thievery check is still required to findMana: 5 Casting Time: 1 hour Range: 15 miles Target: Single ... More the trap, but you will know something dangerous is nearby.
Trap Mastery (1; prerequisite: Gut Feeling): Once per round as a Free Action, you may search for traps, disarm traps, or openMana per Level: Varies Casting Time: 1 Standard Action Range... More a lock.
Expert Mobility (1; prerequisite: Improved Evasion): You never provoke an Attack of Opportunity for moving.
Ranger Talent Tree
- Quick Shot
- Expert Tracker
- Artful Dodger
- Evasion
- Favored Enemy
- Improved Evasion
- Woodland Stride
- Crippling Strike
Quick Shot (2): Once per round, you may attack with a weapon twice as a Standard Action, but both attacks suffer a -10% skill penalty. The weapon may be a bow, or a small or medium melee weapon.
Expert Tracker (1; prerequisite: Quick Shot): Roll 2d100 and use the lower number when using Track.
Artful Dodger (1; prerequisite: Sneak Attack or Quick Shot): Once per round, use a Free Action as a Move Action. Useful to get into position or hide!
Evasion (1; prerequisite: Artful Dodger): On a successful Reflex saveRolling a characteristic to resist an effect or spell. More against an attack that deals half damage, you take no damage.
Favored Enemy (1; prerequisite: Quick Shot): When fighting a Favored Enemy, add 1d6+1 damage every time you hit. There is no limit per round. A ranger can make an EasyYour skill is doubled when a task is easier than normal. Eas... More Insight or Knowledge check to identifyMana per Level: 1 Casting Time: 20 Minutes Range: Touch Targ... More these creatures. Refer to Table: Ranger Favored Enemies.
Ranger Favored Enemies:
Type | Type |
Animal | Goblin |
Construct | Teran |
Draconian | Plant |
Elemental | Navirite |
Fey | Undead |
Dworv | Vermin |
Elf | |
Giant |
Favored Terrain (1; prerequisite:Expert Tracker): In favored terrain, a ranger leaves no tracks, ignores difficultYour skill is halved when a task is harder than average, whi... More ground, and gains +2 to Initiative or combat DEX ranking. Refer to Table: Favored Terrains.
Favored Terrains
Cold (ice, glaciers, snow, and tundra) |
Desert (sand and wastelands) |
Forest (coniferous and deciduous) |
Jungle |
Mountain (including hills) |
Plains |
Swamp |
Underground (caves and dungeons) |
Urban (buildings, streets, and sewers) |
Water (above and below the surface) |
Improved Evasion (1; prerequisite: Evasion): If you fail a saveRolling a characteristic to resist an effect or spell. More, take only ½ damage.
Crippling Strike (1; prerequisite: Favored Enemy: Upon doing Sneak Attack damage, the target must make a DC 16 Acrobatics SaveRolling a characteristic to resist an effect or spell. More. If the SaveRolling a characteristic to resist an effect or spell. More is successful, the target moves at ½ speed for 1 round. If the SaveRolling a characteristic to resist an effect or spell. More fails, the target is momentarily incapacitated and gets no Move Actions for 1 round.
Swift Tracker (1; prerequisite: Favored Terrain): Continue to Track as a Free Action each round at maximum speed.
Woodland Stride (1; prerequisite: Swift Tracker): You do not suffer impairment, penalties, or damage from difficultYour skill is halved when a task is harder than average, whi... More terrain, magical or otherwise when in the wilds with sky above you.
Mage
Bard
- Bardic Knowledge
- Enhanced Perform
- Mage Lore
- Soothing Song
- Hymn of Horror
- Inspire Greatness
Bardic Knowledge (2): Add +10 to all Knowledge checks. Gain mana = to 1/2 Acumen and Spell Memory equal to Talent Point LevelSome things are determined by a characters Talent Point Leve... More. If this is the character’s first Mage talent, you learn one spell.
Enhanced Perform (1; prerequisite: Bardic Knowledge): You’re skilled in poetry and song, history and verse, and can play at least one musical instrument. As a Standard Action, you can use the Perform skill to distract, encourage, or enchant others, to grant a +10 or -10 to one d100 roll of an affected creature (if target resists bard’s Perform vs target’s Awareness). Each round, you may use a Free Action to continue this performance. If any action takes away from the ability to perform, you must pass a Perform roll to continue the performance.
Mage Lore (1; prerequisite: Bardic Knowledge or Spellbook): Roll 2d100 when making a Knowledge or Spellcraft check regarding magical history, lore, or effects.
Soothing Song (1; prerequisite: Perform): HealMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More all within earshot for 1d8+4 HP by performing, uninterrupted, for one hour. If interrupted, the spellsong fails, but you may continue to attempt the spellsong until successful.
Hymn of Horror (1; prerequisite: Soothing Song): Use your performance to foster a sense of growing dread in your enemies, causing them to become Shaken. To be affected, an enemy must be able to see and hear your performance. The effect persists until the enemy is out of range or is unable to see or hear the performance. This performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Hymn of Horror is a mind-affecting fearMana per Level: Varies Casting Time: 1 Standard Action Range... More effect, and it relies on audible and visual components. Range: 30 ft.
Inspire Greatness (1; prerequisite: Hymn of Horror): A single target (self or other) rolls 2d100 on Attack Rolls (keeping the better result) and +1d8 Damage on a successful hit. This requires a Move Action to start and a Free Action each round to maintain. Lasts 5 rounds after you stop singing. Range: 30 ft.
Luminar
- Spellbook (includes spell sight)
- Energy Burst
- Mage Lore
- Energy Blast
- Energy Wall
- Call of the Elements
Spell Book (2): Use a Spell Book to keep track of your spells. This does not have to be an actual book—it could be a staff inscribed with runes, detailed tattoos, pieces of leather inscribed with small text, or anything else that makes sense to you. When you gain this Talent, you receive Mana equal to half your current ACU. When choosing this Talent, the mage also automatically gains a starting Elemental Focus and gets to pick 4 spells. If this is the character’s first Mage talent, you learn three spells.
Elemental Focus I, II, III, IV (1; prerequisite: Spellbook or Spell Memory): Elemental Focus is the magical ability that targets an object to become a bonded focus between you and the element. It takes a Free Action to cast and the target must be an object touched. Elemental focus counts as a spell for detection, dispels, and other abilities; but does not count against spell memory or cost mana.
You pull energy from yourself to create a focus for elemental magic. While natural elements may be available, elemental foci allow you to bond with the element and allow for it to be shaped into spells. Effects to the body due to creating the foci have no detriment, but instead describe how it feels to create them.
Fire
Focus: a burnable item or a piece of metal
Transfer heat into your focus item. Flammable items burst in flame. Metal becomes hot for the duration of the spell. Duration: 1 hour per spellcaster level. Your body cools by a few degrees for 10 minutes as you transfer heat into the focus item.
Water
Focus: a jar or small container
Fill a vessel with spit, sweat, or blood to create a focus, causing you to feel dehydrated for 10 minutes. The water focus lasts for 1 hour per caster level.
Ice
Focus: metal bar
Your body warms as you transfer heat from the focus item, rising a few degrees for 10 minutes. The ice focus lasts 1 hour per level.
Air
Focus: a jar or container
Exhale air into a vessel as a focus. This causes you to be short of breath for 10 minutes. The air focus lasts for 1 hour per caster level.
Electricity
Focus: a copper wire bound upon itself creating a twisted loop
Imbue the wire with electricity from your body, causing your heart to skip beats for the next 10 minutes. The electrical focus lasts 1 hour per caster level.
Earth
Focus: a jar or container filled with soil or a rock, stone, or gem
Imbue the earth with part of yourself, which may be saliva, breath, blood, or spirit. You feel numb for 10 minutes after imbuing the focus.The earth focus lasts 1 hour per spellcaster level.
You gain one elemental focus per level of this ability. This allows the mage to add their elemental ability to certain spells, which has the following effects:
- Fire causes flammable items to catch fire and burn. Low melting point metals melt.
- Water puts out mundane fires.
- Ice slows creatures by 1/2. Athletics savings throw to negate.
- Earth covers the objects in dust and dirt, outlining any invisible objects or creatures.
- Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, .or full plate).
- Air knocks Medium or smaller creatures prone. Reflex savings throw to negate falling.
Energy Burst (1; prerequisite: Spellbook): Fire a small orb of energy (caster’s active Elemental Focus: fire, water, earth, air, ice, or electricity) at the target. You must succeed on a Spellcraft check to hit the target. The orb deals 1d4 +1 points of Elemental Focus damage. Energy Burst has 1d4 +1 damage every 2 talent points (+1d4+1 at talent 2, 4, 6, and 8). Range 40 ft.
Mage Lore (1; prerequisite:Spellbook or Bardic Knowledge ): Roll 2d100 when making a Knowledge or Spellcraft check regarding arcane knowledge, magical history, lore, or effects.
Energy Blast (1; prerequisite: Energy Burst): Up to 3 times per day, cast a small orb that explodes with your active Elemental Focus (fire, water, earth, air, ice, electricity), doing 4d4 damage to all within a 15’ radius. Or you may choose for the Energy Blast to healMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More 4d4 HP to all within a 15’ radius. A successful Throw skill check is needed to target a specific square, see AoE magic in the Magic Chapter. 40’ range.
Energy Wall (1; prerequisite: Energy Blast): Once per day, summon a 15’x 15’ x 2’ wall of energy that does 6d4 damage of your active Elemental Focus damage (fire, water, earth, air, ice, electricity) to any who cross through it. The effect lasts 2d4 rounds. 60’ range.
Call of the Elements (1; prerequisite: Energy Wall): Once per day, summon a raging storm of your active Elemental Focus (fire, water, ice, air, electricity, earth), doing 8d6+8 damage to all creatures within a 40’ radius. Acrobatics saveRolling a characteristic to resist an effect or spell. More for half damage. You may also choose to stun all creatures within a 40’ radius. A Survival saveRolling a characteristic to resist an effect or spell. More negates the stun. A successful Spellcraft check is needed to target a specific square, see AoE magic in the Magic Chapter. 80’ range.
Wylder
- Spell Memory (includes spell sight)
- Wild Magic
- Discordian ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More
- Chaos Wave
- Focused Wild Magic
- Magical Attack
Spell Memory (2): Wylders do not require a spellbook. You may remember a limited number of spells at a time. You may memorize a number of spells equal to your INT divided in half. When you gain this Talent, you receive Mana equal to half your current ACU. If this is the character’s first Mage talent, you learn three spells.
Wild Magic (1; prerequisite: Spell Memory): A burst of energy explodes from your hands toward your target. You must succeed on a Spellcraft check to hit the target. A successful attack inflicts 1d4+1 points of damage, gaining 1d4 in power every 4 talent points (+1d4 at 4, 8, 12 ,e tc). It is a force effect. Range 60’. A Successful SpecialA special success if the roll is equal to or less than 1/5 t... More Attack doubles the damage and a Successful CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More Attack maximizes this specialA special success if the roll is equal to or less than 1/5 t... More damage.
Alternatively, you may charge your weapon with this ability as a Free Action. Upon a successful hit, add Wild Magic damage to your melee weapon damage.
Elemental Focus I, II, III, IV (1; prerequisite: Spell Memory or Spellbook): Elemental Focus is the magical ability that targets an object to become a bonded focus between you and the element. It takes a Free Action to cast and the target must be an object touched. Elemental focus counts as a spell for detection, dispels, and other abilities; but does not count against spell memory or cost mana.
You pull energy from yourself to create a focus for elemental magic. While natural elements may be available, elemental foci allow you to bond with the element and allow for it to be shaped into spells. Effects to the body due to creating the foci have no detriment, but instead describe how it feels to create them.
Fire
Focus: a burnable item or a piece of metal
Transfer heat into your focus item. Flammable items burst in flame. Metal becomes hot for the duration of the spell. Duration: 1 hour per spellcaster level. Your body cools by a few degrees for 10 minutes as you transfer heat into the focus item.
Water
Focus: a jar or small container
Fill a vessel with spit, sweat, or blood to create a focus, causing you to feel dehydrated for 10 minutes. The water focus lasts for 1 hour per caster level.
Ice
Focus: metal bar
Your body warms as you transfer heat from the focus item, rising a few degrees for 10 minutes. The ice focus lasts 1 hour per level.
Air
Focus: a jar or container
Exhale air into a vessel as a focus. This causes you to be short of breath for 10 minutes. The air focus lasts for 1 hour per caster level.
Electricity
Focus: a copper wire bound upon itself creating a twisted loop
Imbue the wire with electricity from your body, causing your heart to skip beats for the next 10 minutes. The electrical focus lasts 1 hour per caster level.
Earth
Focus: a jar or container filled with soil or a rock, stone, or gem
Imbue the earth with part of yourself, which may be saliva, breath, blood, or spirit. You feel numb for 10 minutes after imbuing the focus.The earth focus lasts 1 hour per spellcaster level.
You gain one elemental focus per level of this ability. This allows the mage to add their elemental ability to certain spells, which has the following effects:
- Fire causes flammable items to catch fire and burn. Low melting point metals melt.
- Water puts out mundane fires.
- Ice slows creatures by 1/2. Athletics savings throw to negate.
- Earth covers the objects in dust and dirt, outlining any invisible objects or creatures.
- Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, .or full plate).
- Air knocks Medium or smaller creatures prone. Reflex savings throw to negate falling.
Discordian ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More (1; prerequisite: Wild Magic or Disperse Magic): A swirling vortex of chaos energy grants a +2 AV. This can be cast as a Standard or Move Action and lasts as long as you wish.
Chaos Wave (1; prerequisite: Discordian ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More): As a free action, a wave of chaotic energy bursts from your body in all directions, doing 4d6+3 damage to all in a 10’ radius. You may do this 2 times per day.
Focused Wild Magic (1; prerequisite: Chaos Wave): At level 8, you have learned to control the wild magics that flow through you. Your Wild Magic ability allows you to cast a burst of wild force doing 4d4+4 points of damage. Now that you can focus this energy, you can change the energy type to any Elemental Focus you have. Range 120’.
Alternatively, you may charge your weapon with this ability as a Free Action. Upon a successful hit, this adds the Wild Magic damage to your melee weapon damage.
Magical Attack (1; prerequisite: Focused Wild Magic): When casting a spell that costs mana, you may, as a Free Action, make one melee attack with a weapon.
Common TalentsExtraordinary abilities that define your character. More
Skill TalentsExtraordinary abilities that define your character. More:
- Advanced Skills (1): Select one Skill that can advance beyond 90% to 96%.
- Agile (1): Gain a +3% to your Acrobatics Skill.
- Alertness (1): Gain a +3% bonus to your Spot Skill.
- Athletic (1): Gain a +3% bonus to your Athletics Skill.
- Deceitful (1): Gain a +3% bonus to all Persuasion Skill checks concerning disguise, forgery, or lying.
- Deft (1): Gain a +3% bonus as a Misc modifier to your Dexterous skills checks.
- Discerning (1): Gain a +3% bonus as a Misc modifier to your Perception skills checks.
- Investigator (1): Gain a +3% Expertise bonus to Insight, Research, and Sense checks while gathering information, examining a location, or sensing a person’s motives.
- Linguist (1): Learn 3 languages of your choice with a base understanding of 30%. Gain +3% to Knowledge and Insight checks to create or decipher secret codes.
- Negotiator (1): Gain a +3% bonus as a Misc modifier to your Communication skills.
- Powerful (1): Gain a +3% bonus as a Misc modifier to your Physical skills.
- Savvy (1): Gain a +3% bonus as a Misc modifier to your Mental skills.
- Stealthy (1): Gain a +3% bonus to Stealth and Hide checks.
- Studious (1): Gain a +3% bonus as a Misc. Modifier to a specific Knowledge Skill.
- Survivalist (1): Gain a +3% bonus as a Misc. Modifier to your Survival Skill.
Combat TalentsExtraordinary abilities that define your character. More
- Armored and Mounted (1): The rider does not suffer any penalties to Ride due to any type of armor.
- Blind Fight (1): In melee, any time you miss because of Blindness, you may reroll your miss chance once for another chance to hit. An Invisible attacker gets no advantages related to hitting you in melee. You do not lose your Dex 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.
- Charge (1): Once per round you may move an additional 10’ and attempt a Heroic Action during a Move Action.
- Cleave (2): If you inflict enough damage to disable an enemy (usually by reducing its HP to below 0 or killing it), you immediately gain an extra melee attack against another creature within reach. You cannot move before making this extra attack. The extra attack uses the same weapon and the same attack bonus as the one that incapacitated the previous enemy. This ability can be used once per round.
- Cleave, Relentless (1): Prerequisite – Cleave; There is no limit to the amount of times you can Cleave in a round.
- Death from Above (1): When attacking from a position above your target (on horseback, in a tree, on an elevated surface), you gain +2 to any damage you inflict with melee or ranged weapons.
- Dual Wield (2): Once per round, you can fight with two medium or lightMana per Level: Varies Casting Time: 1 Standard Action Range... More weapons with a penalty of -10% to hit on both attacks.
- Expanded CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More (1): Add one to your potential criticalThis is the result of a skill check roll that is 1/20 (or 5%... More range for all weapons.
- Expert Handling (1): You ignore any negative damage modifiers due to SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More on your small and medium weapon damage.
- Far Shot (1): When you use a projectile weapon, such as a bow, its range is increased (multiply its range by 1.5). When you use a thrown weapon, its range is doubled.
- Feint (1): You attempt to confuse an adjacent opponent. With a successful Heroic Action (Acrobatics vs Spot), your opponents next Parry or Dodge becomes DifficultYour skill is halved when a task is harder than average, whi... More.
- Grappler (1): Roll 2d100, choose the highest roll, whenever you are engaged in a task that involves grappling, tripping, or feats of strength against another.
- Improved Initiative (1): Gain a +2 bonus to your initiative.
- Knife Expert (1): You may make 2 attacks with a dagger, knife, or stiletto instead of one for your standard action attack per round.
- Knock Down (1): Gain +3% on any attempt to knock over a foe.
- Marksman (1): Ranged attacks with a bow or crossbow adds 1d4.
- Multi-Shot (2): Once per round, as a Standard Action, you can fire two arrows in a single shot at a single opponent. Both arrows use the same attack roll (with a -10% penalty) to determine success and deal normal damage. Range: 60 ft.
- Nimble (1): Once per round, when leaving an area that would normally provoke an attack of opportunity, you avoid that attack of opportunity.
- Opportunistic (1): You may make additional attacks of opportunity per round equal to your Dex.
- Over-Extended Attack (1): You may 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.
- Point Blank Shot (1): You do not suffer any negatives for firing when engaged in melee.
- Riposte (1): After a successful Parry with a weapon, you get a single reactive attack.
- ShieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More Bash (1): As a Free Action, you can attempt to knock an adjacent opponent prone with a shieldMana per Level: 1 Casting Time: 1 Standard Action Range: Sel... More as a Heroic Action. If successful, you knock down the opponent and do 1d4 damage.
- Sidestep (1): If your opponent misses you with an attack, as a Reaction, you can move 5’. This does not provoke an attack of opportunity.
- Sprint (1): As a single Move Action per round, you may move double your normal movement speed with no disadvantage. While running, you retain your Dex bonus to AC. You may do this 3 times per combat encounter.
- Stunning Strike (1): You may choose to suffer a -25% penalty to an attack roll, but if the attack is successful, your opponent is Stunned for one round. The target may saveRolling a characteristic to resist an effect or spell. More vs the stun with a successful Stamina check, which would then make them dazed.
- Take a Hit (1): You can take a hit and suffer less damage. Your natural AV is increased by 1.
- Taunt (1): As a Free Action, you may taunt your opponent, convincing them to focus on you for 1 round. You must succeed on a Persuasion Heroic Action against the opponent’s Spirit..
- Toughness (1): Gain a +8 bonus to Max HP.
- Weapon Dexterity (1): You may use your DEX instead of your STR when calculating your Damage Modifier while using small and medium melee weapons and ranged weapons. (002 Creating a Character: SagaBorn BRP )
- Weapon Expertise (1): Gain +1 to the damage of a specific weapon.
- Whirlwind Attack (2): Once per round, you can attack all those within melee range with your full base attack bonus. Dice are rolled for each target attacked, and after the first, you suffer a -5% penalty to your attack roll against all other targets.
Magic TalentsExtraordinary abilities that define your character. More
- Enlarge Spell (1): You may double the range of a spell by doubling the mana cost.
- Extend Spell (1): You may double the duration of a spell by doubling the mana cost.
- Focused Ravaging (1): A ravaging spellcaster can focus where a spell’s energy comes from, dealing the spell’s mana cost in damage to the target. The caster must succeed at a Heroic Action vs the target (Spellcraft skill vs Will saveRolling a characteristic to resist an effect or spell. More), otherwise the energy comes from the spellcaster. Range 30 ft.
- Hidden Spell (1): You can cast a spell with just your mind so others don’t see you casting. Hidden Spells cost 1 additional mana. An enemy must succeed at a difficultYour skill is halved when a task is harder than average, whi... More Spot check to recognize that you are casting a spell. This also makes Spell Sight difficultYour skill is halved when a task is harder than average, whi... More.
- Magical Aptitude (1): Gain a +3% bonus as a Misc. Modifier to your Spellcraft skill.
- Maximize Spell (1): By tripling the mana cost for a spell, all numeric effects of that spell are maximized. For example, if the damage of a spell is 1d6, you would automatically roll a 6.
- Resilient Spell (2): All spell saves vs. your spells are difficultYour skill is halved when a task is harder than average, whi... More.
- Spell Penetration (1): Gain a +5% bonus to rolls against a creature’s spell resistance.
- Spell Reach (1): You may cast a touch-based buff spell on a target within 30 ft.
SpecialA special success if the roll is equal to or less than 1/5 t... More TalentsExtraordinary abilities that define your character. More
- Animal Affinity (1): Gain a +10% bonus to all Persuasion checks with animals.
- Animal Companion (1): You bond with an animal follower who is loyal and understands your commands. The animal is typical of its species but can improve as the character gains experience.
- Dazeless (1): Mindcontrolling spells are difficultYour skill is halved when a task is harder than average, whi... More against you.
- Fast Healing (1): Gain back double the normal hit points at rest and recover an additional +3 HP to all magical healing.
- Fleet of Foot (1): In a chosen terrain you are not effected by difficultYour skill is halved when a task is harder than average, whi... More ground.
- Forager (1): Once per day when you are in 7the wilderness, you may reroll one skill check.
- Heavy Sleeper (1): You can sleep and rest while wearing your armor.
- Mythic Heroic Action (1): Gain a +10% bonus to any Heroic Action.
- Second Wind (1): Once per day, as a free action, regain 1d8+3 Hit Points.
- Wild Empathy (1): You can improve the attitude of an animal. During combat, with a successful Persuasion Heroic Action, you may stop a hostile animal from attacking or viewing you as a threat for 1 round. Out of combat, you may persuade an animal to follow your directions or leave you alone at SG discretion.