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chargen:universal_talents [2024/01/26 21:22] elfinlockschargen:universal_talents [2025/07/09 03:35] (current) elfinlocks
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 You gain proficiency in Heavy Armor, meaning that you no longer suffer any penalties to your Skills or attack rolls whilst wearing Heavy Armor. You gain proficiency in Heavy Armor, meaning that you no longer suffer any penalties to your Skills or attack rolls whilst wearing Heavy Armor.
-</WRAP> 
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-<WRAP round box> 
-===== Blind Fight ===== 
-**Requirements:** Perception 3, 5 EXP 
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-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> 
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-<WRAP round box> 
-===== Blind Fight, Improved ===== 
-**Requirements:** Blind Fight, Perception 10, 30 EXP 
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-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 feet, that attacker gets no advantages related to hitting you with ranged attacks. 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> 
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-<WRAP round box> 
-===== Blind Fight, Greater ===== 
-**Requirements:** Improved Blind Fight, Perception 15, 45 EXP 
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-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>
  
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 <WRAP round box> <WRAP round box>
 ===== Bodyguard ===== ===== Bodyguard =====
-**Requirements:** Combat Reflexes, 10 EXP+**Requirements:** 10 EXP
  
 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 is hit normally, resolving against their Armor Class. Alternatively, you 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. 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 is hit normally, resolving against their Armor Class. Alternatively, you 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.
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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>
  
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 **Requirements:** 10 EXP **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.+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>
  
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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>
  
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 <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. This bonus increases to +6 when you have 10 ranks in the skill, and to +9 when you reach 20 ranks in the skill.+You gain a single [[priority:skills#skill_specializations|Skill Specialization]] of your choice.
 </WRAP> </WRAP>
  
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-<WRAP round box> 
-===== Stand Still ===== 
-**Requirements:** Combat Reflexes, 5 EXP 
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-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> 
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-<WRAP round box> 
-===== Step Up ===== 
-**Requirements:** BaB 3, 15 EXP 
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-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> 
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-<WRAP round box> 
-===== Step Up and Follow ===== 
-**Requirements:** Step Up, 20 EXP 
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-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> 
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-<WRAP round box> 
-===== Step Up and Strike ===== 
-**Requirements:** Step Up and Follow, [[priority:prowess|BaB]] 6, 20 EXP 
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-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> 
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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> +
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-<WRAP round box> +
-===== Two Weapon Fighting ===== +
-**Requirements:** BaB 5, 15 EXP +
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-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. +
-</WRAP> +
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-<WRAP round box> +
-===== Two Weapon Fighting, Greater ===== +
-**Requirements:** BaB 7, 25 EXP +
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-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.+
 </WRAP> </WRAP>