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chargen:universal_talents [2023/06/07 22:11] elfinlockschargen:universal_talents [2025/07/09 03:35] (current) elfinlocks
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 Universal Talents are miscellaneous Talents which aren't associated with any [[:paths|Paths]]. Any character may freely purchase Universal Talents as long as they meet the requirements. Universal Talents are miscellaneous Talents which aren't associated with any [[:paths|Paths]]. Any character may freely purchase Universal Talents as long as they meet the requirements.
 +
 +
 +----
  
  
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 You gain proficiency in Light Armor, meaning that you no longer suffer any penalties to your Skills or attack rolls whilst wearing Light Armor. You gain proficiency in Light Armor, meaning that you no longer suffer any penalties to your Skills or attack rolls whilst wearing Light Armor.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
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 You gain proficiency in Medium Armor, meaning that you no longer suffer any penalties to your Skills or attack rolls whilst wearing Medium Armor. You gain proficiency in Medium Armor, meaning that you no longer suffer any penalties to your Skills or attack rolls whilst wearing Medium Armor.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
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 </WRAP> </WRAP>
  
-<WRAP round box> +----
-===== Blind Fight ===== +
-**Requirements:** Perception 3, 5 EXP+
  
-In melee, every time you miss because of concealment (see Combat), 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. 
-You do not need to make Acrobatics skill checks to move at full speed while blinded. 
-</WRAP> 
  
 <WRAP round box> <WRAP round box>
-===== Blind Fight, Improved ===== +===== Bodyguard ===== 
-**Requirements:** Blind Fight, Perception 10, 30 EXP+**Requirements:** 10 EXP
  
-Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feetthat attacker gets no advantages related to hitting you with ranged attacksThat is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.+When an adjacent ally is attacked, you may use an Attack of Opportunity to attempt to Parry that attackIf your Parry attempt fails, the original target is hit normallyresolving against their Armor Class. Alternativelyyou may directly take the hit on the adjacent ally's behalf. Doing so causes the enemy to automatically hit you, bypassing your AC (Though they roll normally in case they critically strike). You must choose to Parry or take the hit beforehand; you may not make a Parry attempt and then take the hit directly upon failure.
 </WRAP> </WRAP>
  
-<WRAP round box> +----
-===== Blind Fight, Greater ===== +
-**Requirements:** Improved Blind Fight, Perception 15, 45 EXP+
  
-Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. 
-If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. 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. 
-</WRAP> 
  
 <WRAP round box> <WRAP round box>
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 **Requirements:** 5 EXP **Requirements:** 5 EXP
  
-You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.+You do not suffer any penalties for using an [[equipment:weapons#improvised_weapons|improvised]] melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
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 You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
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 You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
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 You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
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 **Requirements:** 5 EXP **Requirements:** 5 EXP
  
-You may make a number of additional attacks of opportunity per round equal to your Secondary Attribute modifier. With this feat, you may also make attacks of opportunity while flat-footed.+You may make a number of additional attacks of opportunity per round equal to your Secondary Attribute modifier. With this Talent, you may also make attacks of opportunity while flat-footed.
 </WRAP> </WRAP>
  
-<WRAP round box> +----
-===== Stand Still ===== +
-**Requirements:** Combat Reflexes, 5 EXP+
  
-When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity. 
-</WRAP> 
  
 <WRAP round box> <WRAP round box>
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 </WRAP> </WRAP>
  
-<WRAP round box> +----
-===== Friends in High Places ===== +
-**Requirements:** [[chargen:boons#contacts_2_to_25|Contacts Boon]], 10 EXP+
  
-You may surpass the normal Connection Rating limit for Contacts of 6. As always, consult with your GM on who these contacts are, and how you know them. 
-</WRAP> 
  
 <WRAP round box> <WRAP round box>
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 You gain a +4 bonus on Initiative checks. You gain a +4 bonus on Initiative checks.
 </WRAP> </WRAP>
-<WRAP round box> 
-===== Improved Tactics ===== 
-  * **Requirements:** BaB 1, 10 EXP 
  
-You gain 2 additional TP in your [[game_systems:tactic_pool|Martial Tactics Pool]]. +----
-</WRAP> +
-<WRAP round box> +
-===== Enhanced Tactics ===== +
-  * **Requirements:** Improved Tactics, 20 EXP+
  
-You gain 4 additional TP in your [[game_systems:tactic_pool|Martial Tactics Pool]]. 
-</WRAP> 
-<WRAP round box> 
-===== Advanced Tactics ===== 
-  * **Requirements:** Enhanced Tactics, BaB 5, 30 EXP 
  
-You gain 6 additional TP in your [[game_systems:tactic_pool|Martial Tactics Pool]]. 
-</WRAP> 
 <WRAP round box> <WRAP round box>
-===== Commanding Tactics ===== +===== Improved Unarmed Strike ===== 
-  **Requirements:** Advanced Tactics, BaB 10, 40 EXP+**Requirements:** 10 EXP
  
-You gain 8 additional TP in your [[game_systems:tactic_pool|Martial Tactics Pool]].+You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Unarmed strikes are considered to be [[equipment:weapons|Light]] weapons.
 </WRAP> </WRAP>
-<WRAP round box> 
-===== Master Tactician ===== 
-  * **Requirements:** Commanding Tactics, BaB 15, 50 EXP 
  
-You gain 10 additional TP in your [[game_systems:tactic_pool|Martial Tactics Pool]]. +----
-</WRAP>+
  
-<WRAP round box> 
-===== Improved Unarmed Strike ===== 
-**Requirements:** 10 EXP 
- 
-You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. 
-</WRAP> 
  
 <WRAP round box> <WRAP round box>
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 **Requirements:** Catch Off Guard or Throw Anything, BaB 5, 15 EXP **Requirements:** Catch Off Guard or Throw Anything, BaB 5, 15 EXP
  
-You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.+You do not suffer any penalties for using an [[equipment:weapons#improvised_weapons|improvised weapon]]. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
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 When wielding an improvised weapon, you may treat it as a medium heavy shield. If you attack with it, you lose this benefit until the beginning of your next turn. When wielding an improvised weapon, you may treat it as a medium heavy shield. If you attack with it, you lose this benefit until the beginning of your next turn.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
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 Select a single, specific skill. This skill becomes a Key Skill for your character, and grants the +3 Keyed Skill bonus accordingly. You may select this Talent as many times as you wish, selecting a new Skill every time you do so. Select a single, specific skill. This skill becomes a Key Skill for your character, and grants the +3 Keyed Skill bonus accordingly. You may select this Talent as many times as you wish, selecting a new Skill every time you do so.
 </WRAP> </WRAP>
 +
 +----
 +
 +
 +<WRAP round box>
 +===== Quick Draw =====
 +**Requirements:** [[priority:prowess|Prowess]] 1, 5 EXP
 +
 +You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the [[priority:skills:sleight_of_hand|Sleight of Hand]] skill) as a move action.
 +
 +A character who has selected this Talent may throw weapons at his full normal rate of attacks (much like a character with a bow).
 +
 +Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
 +
 +<WRAP center round info 60%>
 +Without this feat, you may draw a weapon as a move action, or (if your Prowess is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
 +</WRAP>
 +</WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
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 You no longer take any penalties to Skill or Attack checks whilst using a Shield. You no longer take any penalties to Skill or Attack checks whilst using a Shield.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
-===== Skill Focus =====+===== Skill Specialization =====
 **Requirements:** 10 EXP **Requirements:** 10 EXP
  
-You gain a +3 bonus to a single, specific skill of your choice. You may take this Talent multiple times, but it must be towards a different skill each time.+You gain a single [[priority:skills#skill_specializations|Skill Specialization]] of your choice.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
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 You receive a +2 bonus on checks to penetrate Spell Resistance. You receive a +2 bonus on checks to penetrate Spell Resistance.
 </WRAP> </WRAP>
 +
 +----
 +
  
 <WRAP round box> <WRAP round box>
-===== Greater Spell Penetration =====+===== Spell Penetration, Greater =====
 **Requirements:** CL 5, Spell Penetration, 10 EXP **Requirements:** CL 5, Spell Penetration, 10 EXP
  
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 </WRAP> </WRAP>
  
-<WRAP round box> +----
-===== Step Up ===== +
-**Requirements:** BaB 3, 15 EXP+
  
-Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement. 
-</WRAP> 
  
-<WRAP round box> 
-===== Following Step ===== 
-**Requirements:** Step Up, 20 EXP 
- 
-When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn. 
-</WRAP> 
- 
-<WRAP round box> 
-===== Step Up and Strike ===== 
-**Requirements:** Following Step, BaB 6, 20 EXP 
- 
-When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round. 
-</WRAP> 
  
 <WRAP round box> <WRAP round box>
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 **Requirements:** 5 EXP **Requirements:** 5 EXP
  
-You do not suffer any penalties for using an improvised ranged weapon. +You do not suffer any penalties for using an [[equipment:weapons#improvised_weapons|improvised]] ranged weapon. 
 </WRAP> </WRAP>
 +
 +----
  
 <WRAP round box> <WRAP round box>
-===== Two Weapon Fighting ===== +===== Weapon Proficiency ===== 
-**Requirements:** BaB 5, 15 EXP+  **Requirements:** 5 EXP
  
-Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.+You gain proficiency with one specific weapon type of your choice (for example, Light Maces).
 </WRAP> </WRAP>
 +
 +----
  
 <WRAP round box> <WRAP round box>
-===== Two Weapon Fighting, Greater ===== +===== Weapon Group Proficiency ===== 
-**Requirements:** BaB 7, 25 EXP+  **Requirements:** 10 EXP
  
-In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a –10 penalty.+You gain proficiency in one [[equipment:weapons|Weapon Group]] of your choice.
 </WRAP> </WRAP>