This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Universal Talents ====== 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. ---- <WRAP round box> ===== Armor Proficiency, Light ===== **Requirements:** 5 EXP 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 round box> ===== Armor Proficiency, Medium ===== **Requirements:** Armor Proficiency (Light), 5 EXP 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 round box> ===== Armor Proficiency, Heavy ===== **Requirements:** Armor Proficiency (Medium), 5 EXP 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> ---- <WRAP round box> ===== Bodyguard ===== **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. </WRAP> ---- <WRAP round box> ===== Catch Off Guard ===== **Requirements:** 5 EXP 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 round box> ===== Combat Casting ===== **Requirements:** 5 EXP 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 round box> ===== Deft Maneuvers ===== **Requirements:** 5 EXP 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 round box> ===== Powerful Maneuvers ===== **Requirements:** 5 EXP 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 round box> ===== Combat Reflexes ===== **Requirements:** 5 EXP 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 round box> ===== Defensive Combat Training ===== **Requirements:** 5 EXP You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense. </WRAP> ---- <WRAP round box> ===== Improved Initiative ===== **Requirements:** 5 EXP You gain a +4 bonus on Initiative checks. </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. Unarmed strikes are considered to be [[equipment:weapons|Light]] weapons. </WRAP> ---- <WRAP round box> ===== Improvised Weapon Master ===== **Requirements:** Catch Off Guard or Throw Anything, BaB 5, 15 EXP 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 round box> ===== Improvised Defense ===== **Requirements:** Catch Off Guard or Throw Anything, BaB 3, 10 EXP 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 round box> ===== Key Skill Proficiency ===== **Requirements:** 5 EXP 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 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> ===== Shield Proficiency ===== **Requirements:** 5 EXP You no longer take any penalties to Skill or Attack checks whilst using a Shield. </WRAP> ---- <WRAP round box> ===== Skill Specialization ===== **Requirements:** 10 EXP You gain a single [[priority:skills#skill_specializations|Skill Specialization]] of your choice. </WRAP> ---- <WRAP round box> ===== Spell Penetration ===== **Requirements:** CL 1, 5 EXP You receive a +2 bonus on checks to penetrate Spell Resistance. </WRAP> ---- <WRAP round box> ===== Spell Penetration, Greater ===== **Requirements:** CL 5, Spell Penetration, 10 EXP You receive an additional +2 bonus to penetrate Spell Resistance, for a total of +4. </WRAP> ---- <WRAP round box> ===== Throw Anything ===== **Requirements:** 5 EXP You do not suffer any penalties for using an [[equipment:weapons#improvised_weapons|improvised]] ranged weapon. </WRAP> ---- <WRAP round box> ===== Weapon Proficiency ===== * **Requirements:** 5 EXP You gain proficiency with one specific weapon type of your choice (for example, Light Maces). </WRAP> ---- <WRAP round box> ===== Weapon Group Proficiency ===== * **Requirements:** 10 EXP You gain proficiency in one [[equipment:weapons|Weapon Group]] of your choice. </WRAP>