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| chargen:universal_talents [2023/06/07 22:13] – elfinlocks | chargen:universal_talents [2025/07/09 03:35] (current) – elfinlocks | ||
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| Universal Talents are miscellaneous Talents which aren't associated with any [[: | Universal Talents are miscellaneous Talents which aren't associated with any [[: | ||
| + | |||
| + | |||
| + | ---- | ||
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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 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 round box> | <WRAP round box> | ||
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| </ | </ | ||
| - | <WRAP round box> | + | ---- |
| - | ===== Blind Fight ===== | + | |
| - | **Requirements: | + | |
| - | 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 round box> | <WRAP round box> | ||
| - | ===== Blind Fight, Improved | + | ===== Bodyguard |
| - | **Requirements: | + | **Requirements: |
| - | 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 | + | When an adjacent ally is attacked, you may use an Attack of Opportunity to attempt to Parry that attack. If your Parry attempt fails, the original target |
| </ | </ | ||
| - | <WRAP round box> | + | ---- |
| - | ===== Blind Fight, Greater ===== | + | |
| - | **Requirements: | + | |
| - | Your melee attacks ignore the miss chance for less than total concealment, | ||
| - | 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 round box> | <WRAP round box> | ||
| Line 53: | Line 51: | ||
| **Requirements: | **Requirements: | ||
| - | 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: |
| </ | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| <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 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 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 round box> | <WRAP round box> | ||
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| </ | </ | ||
| - | <WRAP round box> | + | ---- |
| - | ===== Stand Still ===== | + | |
| - | **Requirements: | + | |
| - | 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 round box> | <WRAP round box> | ||
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| </ | </ | ||
| - | <WRAP round box> | + | ---- |
| - | ===== Friends in High Places ===== | + | |
| - | **Requirements: | + | |
| - | 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 round box> | <WRAP round box> | ||
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| </ | </ | ||
| - | ===== Improved Martial Tactics ===== | + | ---- |
| - | <WRAP round box> | ||
| - | ==== Improved Tactics ==== | ||
| - | * **Requirements: | ||
| - | You gain 2 additional TP in your [[game_systems: | ||
| - | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Enhanced Tactics | + | ===== Improved Unarmed Strike ===== |
| - | | + | **Requirements: |
| - | You gain 4 additional TP in your [[game_systems: | + | 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 round box> | + | |
| - | ==== Advanced Tactics ==== | + | |
| - | * **Requirements: | + | |
| - | + | ||
| - | You gain 6 additional TP in your [[game_systems: | + | |
| - | </ | + | |
| - | <WRAP round box> | + | |
| - | ==== Commanding Tactics ==== | + | |
| - | * **Requirements: | + | |
| - | + | ||
| - | You gain 8 additional TP in your [[game_systems: | + | |
| - | </ | + | |
| - | <WRAP round box> | + | |
| - | ==== Master Tactician ==== | + | |
| - | * **Requirements: | + | |
| - | + | ||
| - | You gain 10 additional TP in your [[game_systems:tactic_pool|Martial Tactics Pool]]. | + | |
| </ | </ | ||
| ---- | ---- | ||
| - | <WRAP round box> | ||
| - | ===== Improved Unarmed Strike ===== | ||
| - | **Requirements: | ||
| - | |||
| - | 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 round box> | <WRAP round box> | ||
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| **Requirements: | **Requirements: | ||
| - | 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: |
| </ | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| <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 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 round box> | ||
| + | ===== Quick Draw ===== | ||
| + | **Requirements: | ||
| + | |||
| + | You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the [[priority: | ||
| + | |||
| + | 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 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 round box> | <WRAP round box> | ||
| - | ===== Skill Focus ===== | + | ===== Skill Specialization |
| **Requirements: | **Requirements: | ||
| - | 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 |
| </ | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| <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 round box> | <WRAP round box> | ||
| - | ===== Greater | + | ===== Spell Penetration, Greater |
| **Requirements: | **Requirements: | ||
| Line 203: | Line 212: | ||
| </ | </ | ||
| - | <WRAP round box> | + | ---- |
| - | ===== Step Up ===== | + | |
| - | **Requirements: | + | |
| - | 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 round box> | ||
| - | ===== Following Step ===== | ||
| - | **Requirements: | ||
| - | |||
| - | 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 round box> | ||
| - | ===== Step Up and Strike ===== | ||
| - | **Requirements: | ||
| - | |||
| - | 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 round box> | <WRAP round box> | ||
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| **Requirements: | **Requirements: | ||
| - | You do not suffer any penalties for using an improvised ranged weapon. | + | You do not suffer any penalties for using an [[equipment: |
| </ | </ | ||
| + | |||
| + | ---- | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ===== Two Weapon | + | ===== Weapon |
| - | **Requirements: | + | |
| - | Your penalties on attack rolls for fighting | + | You gain proficiency |
| </ | </ | ||
| + | |||
| + | ---- | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ===== Two Weapon | + | ===== Weapon |
| - | **Requirements: | + | |
| - | 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: |
| </ | </ | ||
