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Universal Talents

Universal Talents are miscellaneous Talents which aren't associated with any Paths. Any character may freely purchase Universal Talents as long as they meet the requirements.

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.

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.

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.

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.

Blind Fight, Improved

Requirements: Blind Fight, Perception 10, 30 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 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.

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.

Catch Off Guard

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.

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.

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.

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.

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.

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.

Defensive Combat Training

Requirements: 5 EXP

You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense.

Friends in High Places

Requirements: 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.

Improved Initiative

Requirements: 5 EXP

You gain a +4 bonus on Initiative checks.

Improved Martial Tactics

Improved Tactics

  • Requirements: BaB 1, 10 EXP

You gain 2 additional TP in your Martial Tactics Pool.

Enhanced Tactics

  • Requirements: Improved Tactics, 20 EXP

You gain 4 additional TP in your Martial Tactics Pool.

Advanced Tactics

  • Requirements: Enhanced Tactics, BaB 5, 30 EXP

You gain 6 additional TP in your Martial Tactics Pool.

Commanding Tactics

  • Requirements: Advanced Tactics, BaB 10, 40 EXP

You gain 8 additional TP in your Martial Tactics Pool.

Master Tactician

  • Requirements: Commanding Tactics, BaB 15, 50 EXP

You gain 10 additional TP in your Martial Tactics Pool.


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.

Improvised Weapon Master

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.

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.

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.

Shield Proficiency

Requirements: 5 EXP

You no longer take any penalties to Skill or Attack checks whilst using a Shield.

Skill Focus

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.

Spell Penetration

Requirements: CL 1, 5 EXP

You receive a +2 bonus on checks to penetrate Spell Resistance.

Greater Spell Penetration

Requirements: CL 5, Spell Penetration, 10 EXP

You receive an additional +2 bonus to penetrate Spell Resistance, for a total of +4.

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.

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.

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.

Throw Anything

Requirements: 5 EXP

You do not suffer any penalties for using an improvised ranged weapon.

Two Weapon Fighting

Requirements: BaB 5, 15 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.

Two Weapon Fighting, Greater

Requirements: BaB 7, 25 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.