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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.


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.


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.


Defensive Combat Training

Requirements: 5 EXP

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


Improved Initiative

Requirements: 5 EXP

You gain a +4 bonus on Initiative checks.


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 Light weapons.


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.


Quick Draw

Requirements: 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 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.

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.


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. This bonus increases to +6 when you have 10 ranks in the skill, and to +9 when you reach 20 ranks in the skill.


Spell Penetration

Requirements: CL 1, 5 EXP

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


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.


Throw Anything

Requirements: 5 EXP

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


Weapon Proficiency

  • Requirements: 5 EXP

You gain proficiency with one specific weapon type of your choice (for example, Light Maces).


Weapon Group Proficiency

  • Requirements: 10 EXP

You gain proficiency in one Weapon Group of your choice.