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INTRODUCTION

The talents listed here have been examined and reexamined carefully in order to mesh them perfectly with the existing system. Many are completely new, but many others are based on existing class abilities or have been pulled from the existing body of open game content. In any case, every talent has been carefully examined and, in most cases, changed for purposes of clarity, game balance, or proper interaction with other abilities. At times, some were changed to make them more versatile in a system that anticipates frequent multiclassing. Therefore, even when a new talent shares the name of a published talent you may know, all the talents listed here should be read carefully whenever they are selected for a character. The overall function of talents, however, remains completely unchanged. As always, talents are special abilities or qualities available only to characters of a certain class or occupation. Unlike feats, which can be learned by anyone, talents represent special training available only to select members of the core classes. Talents are considered to be extraordinary abilities. Like feats, some talents have prerequisites that must

TALENT TREE COMPENDIUM

TALENT TREES BY CLASS


CHARISMATIC HERO TALENTS
1,000 Faces Talent Tree Authority Talent Tree Information Talent Tree Instruction Talent Tree Notoriety Talent Tree Privilege Talent Tree Threatening Talent Tree Weapon Display Talent Tree Well-Traveled Talent Tree Business Sense Talent Tree Combat Interaction Talent Tree Craft Talent Tree Deduction Talent Tree Engineering Expert Talent Tree Intuitive Leap Talent Tree Mechanical Aptitude Talent Tree Precision Talent Tree Quick Thinking Talent Tree Skill Enhancement Talent Tree Tactical Talent Tree

SMART HERO TALENTS

Animal Friendship Talent Tree Attentive Talent Tree God of Gamblers Talent Tree Diagnosis Talent Tree Favored Enemy Talent Tree Lore Talent Tree Martial Discipline Talent Tree Natural Hunter Talent Tree Paranoia Talent Tree Sleuth Talent Tree Weapon of Choice Talent Tree Wilderness Expert Talent Tree

DEDICATED HERO TALENTS

Bruiser Talent Tree Brute Talent Tree Feats of Strength Talent Tree Foe Hammer Talent Tree Hurling Talent Tree Melee Brute Talent Tree Mighty Talent Tree Soldiery Talent Tree Wrestling Talent Tree

STRONG HERO TALENTS

Acrobatic Talent Tree Elusive Talent Tree Efficiency Talent Tree Instinctive Response Talent Tree Point Blank Range Talent Tree Speed Wrestling Talent Tree Thug Talent Tree Unarmed Prodigy Talent Tree be met before a character can select them. Talents form talent trees, where each talent requires, and builds upon, the preceding talent. Other talents may require feats or a minimum base attack bonus as prerequisites. When a character gains a level and a talent in the corresponding class, he may choose any talent listed as being available to his class (assuming he meets all other prerequisites). As always, the GM is the finally arbiter of how, or if,

FAST HERO TALENTS

Bulletproof Talent Tree Deaths Door Talent Tree Grappling Resistance Talent Tree Hardened Talent Tree Magic Resistance Talent Tree Protector Talent Tree Rage Talent Tree Survivalist Talent Tree Vigor Talent Tree any Modern d20 talent or feat is available. The talent trees are grouped together by base class, and the base classes are listed in alphabetical order (not in the order their equivalent ability scores appear on a d20 character sheet).

TOUGH HERO TALENTS

CHARISMATIC HERO TALENTS


2

* = Modern advanced or prestige classes exist which may provide the Charismatic hero with a class ability

TALENT TREE COMPENDIUM similar, or identical, to this talent; a Charismatic hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specified as a prerequisite for that talent. group of people, that Quick Change does not count against the number of times the character is permitted to use the ability per game session. The presence of the crowd makes it much easier for the Charismatic hero to disappear. He cannot use this benefit if the crowd is hostile or if the Charismatic hero does not share the crowds basic dress or ethnicity. Prerequisites: Quick change, a thousand faces Perfect Mimicry: Once per game session, the Charismatic hero may perfectly imitate the appearance, speech, and mannerisms of any one person. After studying the target for a number of days equal to the targets level, the Charismatic hero may add his own character level to any Disguise or Perform checks made while imitating the target. Prerequisites: Fake it, quick change

1,000 Faces Talent Tree

Like the super-spies of cinematic legend, the Charismatic hero has an amazing facility for disguise and impersonation. Quick Change: Once per game session, as a standard action, the Charismatic hero can change his mannerisms and clothes just enough to appear to be someone else. Essentially, he can use the Disguise skill without the usual time and without suffering the penalty for not using a disguise kit. The character cannot use this skill while being observed, unless he is momentarily able to step out of sight (e.g. behind a column at a bus station). This disguise will not make the Charismatic hero appear to be a specific person (at least, not to anyone who actually knows that person well), but can definitely make the character appear not to be himself. The quick change disguise stands up normally under casual scrutiny, but any careful inspection receives a +5 circumstance bonus to penetrate the disguise. This talent can be taken multiple times, allowing an extra use of this ability per game session each time. A Thousand Faces*: The Charismatic hero becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes). Convincing: Once per session, the Charismatic hero may spend 1 action point to force an opponent to reroll a successful skill check that would penetrate his disguise or cover. Fake It: Once per game session, the Charismatic hero may credibly pretend to have a skill that he does not possess. This does not allow him to use the skill; it merely allows him to act as if he can. Thus, he could stand next to a surgeon and pretend to know whats going on, but he couldnt perform the surgery himself with the actual skill required to do so. When required to make a Bluff check to fake having the skill, the Charismatic hero gains a +20 competence bonus. This talent can be taken multiple times, allowing an extra use of this ability per game session each time. Prerequisite: Quick change Face in the Crowd: When the Charismatic hero uses his Quick Change talent while in a crowd or large

Authority Talent Tree

This Charismatic hero wears the mantle of authority naturally, and can convince people to reconsider reckless or foolhardy actions. Authority: Twice per day, the Charismatic hero can add her base Will save to a Diplomacy check or Intimidate check. This talent can be selected multiple times; each additional selection allows the Charismatic hero to use the ability one additional time per day. Nonlethal Force*: The Charismatic hero becomes adept at using nonlethal force to subdue an opponent. A character with this talent can deal nonlethal damage with a weapon that normally deals lethal damage (if she so chooses) without taking the normal 4 penalty on the attack roll. Freeze!: Through a combination of persuasion and intimidation, the Charismatic hero may convince one target to cease any attempts to harm her. Three times per game session, as a full-round action, the Charismatic hero may make an Intimidate check against a single individual with a DC equal to 10 + the targets Will save bonus. If the check is successful, the target cannot attack the character for a number of rounds equal to 2 plus the Charismatic heros Charisma modifier (minimum 1 round). This effect ends instantly if the Charismatic hero inflicts lethal damage on the target. However, the target may still take other actions, such as running or attacking the Charismatic heros allies. The Charismatic hero can only use this ability on targets at least 1 character level lower than herself. Prerequisite: Authority

TALENT TREE COMPENDIUM Shakedown: Through a combination of persuasion and intimidation, the Charismatic hero may convince one target to give up his weapons and come along quietly. Once per session, when the Charismatic hero makes a successful check to use the Freeze! talent on a target, she can also convince the target to drop or abandon one item with a Purchase DC equal to or less than the characters Intimidate check result. This talent can be taken up to three times, with each additional choice of this talent allowing the Charismatic hero to use this ability with her Freeze! talent an additional time per day. Prerequisites: Authority, Freeze! helpful, friendly, indifferent, or unfriendly toward her or an organization she represents. Dealing with individuals or organizations that are hostile requires the Charismatic hero to make Wealth checks as usual when using the Gather Information skill. Prerequisite: Character level 7

Instruction Talent Tree

Information Talent Tree

The Charismatic hero gets to know a lot of people, and knows how to get them to talk. Contact*: The Charismatic hero cultivates associates and informants. Each time the Charismatic hero gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the contact must be an ordinary character, not a Heroic character. Contacts include informants, black marketeers, crime lab workers, reporters, street people, store clerks, taxi drivers, bureaucrats, clerical workers, security guards, and others who can provide limited aid and information pertaining to the characters investigations. A contact will not accompany the character on missions or risk his or her life. A contact can, however, provide information or render a service (make a specific skill check on the Charismatic heros behalf ). Word on the Street*: The Charismatic hero filters information constantly and remembers everything. Through regular contacts, gossip, internet chats, and other situations, he has a deep knowledge of everyday things. The Charismatic hero can make a Gather Information check on general or specific information instantaneously, and spends only an hour making a Gather Information check for restricted information. Retries may be made under normal rules. Protected information still requires 1d4+1 hours for a check. The purchase DC for using Gather Information is reduced by 10. Information Access*: The Charismatic hero can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are

As a master of social skills, the Charismatic hero is one of the best instructors in the world. In settings where the advancement of technology demands ever-increasing levels of technical knowledge, unprepared adventurers can find themselves quickly overwhelmed. Fortunately, Charismatic heroes with talents from this tree can step in and provide a crash course in almost any subject, keeping their allies up to speed in a rapidly changing world. Each target character can benefit from only one talent from the Instruction Talent Tree at a time, so if an ally is the target of the Teach Skill target he may not be targeted by any other talent in the tree. Use of this talent requires one hour of uninterrupted time with the target characters. Duration: The following talents each allow the Charismatic to impart some knowledge on his allies for a short period of time. For each talent, the number of characters that can be taught is equal to the characters Charisma modifier, and the duration that the target characters benefit from the talent is a number of minutes equal to the instructors character level times 3. Teach Skill: The Charismatic hero can provide a small amount of education in one skill. The character chooses one skill in which he has placed 4 or more ranks; each target of the Teach Skill talent gains a +2 competence bonus to checks made with that skill. Additionally, the bonus provided by this feat counts as skill ranks for the purposes of determining whether or not the character is considered trained in the skill. Teach Feat: The Charismatic hero can provide instruction in the use of one feat. The character chooses one feat he possesses; each target of the Teach Feat talent gains the temporary use of that feat, provided that they could normally qualify for that feat. Any characters that cannot qualify for the feat being taught gain no benefit from this talent. Prerequisite: Teach skill Teach Talent: The Charismatic hero can provide instruction in the use of one talent. The character

TALENT TREE COMPENDIUM chooses one feat he possesses; each target of the Teach Talent ability gains the temporary use of that talent, provided that they could normally qualify for that feat. A character who cannot qualify for the talent being taught gains no benefit from this talent. Additionally, Teach Talent may not be used to impart the use of any talent from the Instruction Talent Tree on the targets. Prerequisites: Teach skill, teach feat Teach Class Feature: The Charismatic can provide instruction in the use of one class feature (from an advanced class or prestige class). The character chooses one class feature he possesses; each target of the Teach Class Feature talent gains the temporary use of that class feature, provided that they could normally qualify for that feature (assuming the class feature has any other prerequisites). Any characters that cannot qualify for the class feature being taught gain no benefit from this talent. Prerequisites: Teach skill, teach feat, teach talent that ability and this one on the same roll. Prerequisites: Lawbreaker, code of silence

Privilege Talent Tree

This Charismatic hero enjoys advantages that those of lesser wealth or social status can only imagine. Upgrade*: When the Charismatic hero buys a ticket to a show or for transportation, he or she can make a Diplomacy check to get that ticket upgraded. DCs are given below. Upgrade Seat at sporting event to field pass Hotel room to suite Concert or theater ticket to backstage pass Economy transportation to first-class Diplomacy DC 10 15 20 25

Notoriety Talent Tree

The Charismatic heros activities seem to mark him as a member of the criminal elementwhether he likes it or not. Lawbreaker: Due to his natural confidence and his connections to others engaged in illegal activities, the character may add half his Reputation (round down) as a morale bonus to all Gather Information and Intimidation rolls. This stacks with any bonus or penalty that may or may not be gained from Reputation. Code of Silence: The character is feared on the streets, and people are reluctant to discuss him. The Charismatic heros Reputation score is added to the DC of all Gather Information rolls made to obtain knowledge of the characters whereabouts, history or activities. Prerequisite: Lawbreaker Street Cred*: The Charismatic hero has developed such a reputation for his violent tendencies that even people who dislike him are afraid to cross him. Whenever the characters Reputation modifies an Intimidate roll, whether as a bonus or a penalty, the character may add his base Will save as a bonus to that Intimidate check. In addition, whenever the characters Reputation is applied as a penalty to any roll, he may offset this by adding his Will save as a bonus to that same roll. If the character has the authority talent (from the Authority talent tree), he can use

Prerequisites: Character level 2, and the total of the characters Wealth Bonus and Reputation Bonus must exceed 11 Hes With Me: The Charismatic heros friends and allies can use their connections to her to their advantage in social situations, if she lays the groundwork. When the Charismatic hero succeeds at a Bluff or Intimidate check against an opponent in which her Reputation bonus was a positive factor, she can spend an action point to give her allies a bonus to checks with that same skill against that specific opponent for a number of days equal to her Charisma modifier. The bonus is equal to half the Charismatic heros character level (rounded down). When the Charismatic hero first uses this ability, she must designate a maximum number of allies equal to 1 + her Charisma modifier who can take advantage of itthese allies are the ones she works into her lies or threats, giving them an easy connection to draw upon. Multiple uses of this talent do not stack for purposes of determining the bonus granted or the effects duration. Prerequisite: Character level 3 Undue Influence*: If the Charismatic hero is arrested for a crime, he can make a Diplomacy check to use his influence to avoid suffering the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the character succeeds. See Table:

TALENT TREE COMPENDIUM Undue Influence for Diplomacy check DCs based on the severity of the crime. If one of the Charismatic heros allies is arrested for a crime and unable to secure her own release, the character may intercede on the allys behalf at a 5 to his Diplomacy check. Multiple Charismatic heroes with this talent may aid each others Diplomacy rolls to use it. Prerequisite: The total of the characters Wealth Bonus and Reputation Bonus must exceed 16 per each additional startle attempt against them in the same encounter. Shake: The Charismatic hero can spend an Action Point to attempt to shake his opponents. A single use of this ability can affect a number of creatures equal to half the characters level. Roll an Intimidate check; those targeted by the character must make a Will save equal to the Charismatic heros Intimidate check or become shaken. A shaken creature suffers a 2 morale penalty on all attack rolls, saving throws, skill checks, and ability checks. Prerequisite: Intimidating presence Terrify: When the Charismatic hero makes a bull rush, a disarm attack, or trip attack, he may roll his Intimidate skill as a free action against a DC of 10. If the character succeeds, he may add a +2 circumstance bonus to the attack roll or check. For every 5 by which the character exceeds the DC, he may add an additional +1. Prerequisite: Intimidating presence Game Face: Charismatic heroes can take on an appearance and manner of extreme gravity. Opponents who see this fearsome glare must make a Will save or suffer an additional 2 points of nonlethal damage

Threatening Talent Tree

The Charismatic hero can develop a powerful force of personality, becoming highly skilled at intimidating others. Intimidating Presence: With this talent the Charismatic hero adds half his character level (rounded down, to a minimum of 1) as a competence bonus on any Intimidate checks. Startle: The Charismatic hero can make an Intimidate check rather than a Bluff check to feint in combat. Targets can choose whether to resist the feint with Intimidate, Sense Motive, or a Will save, and gain a cumulative +1 bonus on their roll to resist the feint Table: Undue Influence Severity of Crime Class 5 Examples Disturbing the peace, public intoxication, non-injurious traffic violation Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle without a license, assault without a deadly weapon Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances

DC 15

Effect of Successful Diplomacy Check 2 penalty on subsequent Diplomacy checks in that area 5 penalty on subsequent Diplomacy a checks in that area

Class 4

20

Class 3

25

10 penalty on subsequent Diplomacy checks in the area

Class 2

30

Legal fees, reputation loss, 15 penalty on subsequent Diplomacy checks in the area

Class 1

Conspiracy against the government, 35 murder of a public official, sabotage of public utilities

Some jail time, legal fees, reputation loss, 20 penalty on subsequent Diplomacy checks in the areabut the character will be spared execution

TALENT TREE COMPENDIUM every time the Charismatic hero inflicts lethal or non- Charismatic hero. lethal damage upon them. Prerequisites: Weapon display, greater weapon disPrerequisites: Intimidating presence, shake, terrify play Grand Weapon Display: This talent functions just as Advanced Weapon Display, detailed above, except Weapon Display Talent Tree that it affects a number of creatures equal to the Warriors with this talent tree have probably spent characters Charismatic hero level. more time learning how to perform impressive theatPrerequisites: Weapon display, greater armed and rics with their weapons than actually fight with them. dangerous, weapon display, advanced weapons disLuckily, their opponents dont know that. Professional play wrestlers, stunt men, members of ceremonial units, Intimidating Weapon Display: With this talent, the and some Hollywood martial arts actors are typical Charismatic hero can wield his weapon in such an users of this combat style. intimidating fashion that it convinces his opponents Armed and Dangerous: With this talent, the Charto fight defensively. A number of opponents equal to ismatic hero adds a bonus equal to half his character or less than the characters Charisma modifier can be level to all Intimidate checks while brandishing or forced to make a Will save (DC 10 + the Charismatic displaying his weapon. heros Charisma modifier + half the Charismatic heros Weapon Display: With this talent, a Charismatic class level) or begin fighting defensively. Opponents hero can spend an Action Point to perform a flashy, with the Expertise feat who fail the save begin using intimidating display of prowess with his weapons. their expertise to maximum benefit for their Defense. This causes a single opponent to make a Will save (DC This effect continues for a number of rounds equal to 10 + the Charismatic heros Charisma modifier + half the Charismatic heros Charisma modifier. Those charthe Charismatic heros base attack bonus) or become acters that are in a state of rage and those with an Inshaken. The target must be within 30 feet of the Chartelligence score less than 3 are immune to this effect. ismatic hero, must have an Intelligence of 3 or more, A creature that successfully saves cannot be affected and be able to see the Charismatic hero. Creatures again by the same Charismatic heros Intimidating with 6 or more Hit Dice are immune to this ability. Weapon Display for 24 hours. If the targets save fails, he suffers a 2 morale penPrerequisites: Weapon display, armed and dangeralty on attack rolls, weapon damage rolls, and saving ous throws. The target also flees from the Charismatic Charismatic Fighter: Charismatic heroes with this hero as well as it can. If unable to flee, the target may talent can use their weapon in creative and unusual fight. This effect lasts for a number of rounds equal to ways that grant them a bonus to their Defense. Either the Charismatic heros total character level. using the weapon in lightning-fast flashing parries, or Prerequisite: Armed and dangerous using it offensively to shield oneself with a blindingly Greater Weapon Display: This talent functions fast assault, using this talent adds a dodge bonus to just like Weapon Display, except that it can affect a the Charismatic heros Defense equal to the Charisnumber of creatures equal to the Charismatic heros matic heros Charisma bonus. The Charismatic hero Charisma modifier and creatures above 6 HD are not only gains this bonus while actively engaged in comimmune to the effects. bat. If he does anything other than attack or move Prerequisite: Armed and dangerous, weapon display and attack on his turn, he does not gain the Defense Advanced Weapon Display: With this talent, the bonus from this talent. Charismatic hero spends 1 Action Point to handle Prerequisite: Armed and dangerous his weapons in such an intimidating and professional manner that one selected opponent can not help but begin cowering in fear. The opponent must make a Well-Traveled Talent Tree Will save (DC 10 + the Charismatic heros Charisma The Charismatic heros path has taken her to many modifier + half the Charismatic heros base attack different places, whether all over the world, across bonus) or begin to cower. The target must be within the continent, or through all the different cultural 30 feet of the Charismatic hero, must have an Intel- hubs of her home city. Whatever the reason, her ligence of 3 or more, and must be able to see the repeated interactions with different kinds of people

TALENT TREE COMPENDIUM have given her a unique versatility. Rubbing Elbows: The Charismatic hero has spent a lot of time around foreign dignitaries and other people of rank or importance, and knows how to deal with them. The Charismatic hero doubles his Charisma bonus on all Charisma based skill rolls made to interact with people who have a higher social standingor greater wealththan the Charismatic hero. World Traveler: Seasoned travelers have a good sense for the common desires, fears, and prejudices that mark most human beings. The Charismatic hero can use the Diplomacy skill against humanoids with whom she does not share a common language. Through pantomime and other gestures, the character can put her message across. The character suffers a 5 penalty to these checks, as this mode of communication pales compared to the spoken word. Versatile Traveler: With their wide range of experience, travelers pick up bits of information here and there that can prove useful in their varied pursuits. When faced with a difficult task, the Charismatic hero can recall bits of an overheard conversation, a legend from a distant land, or some similar bit of useful information. Other times, he simply draws on a hidden reservoir of strength and toughness cultivated by years spent on the road. He may make a single check using a skill of his choice as if he had ranks in it equal to his total class level + 3. This can be any skill, including one in which the Charismatic hero had no previous training. The character can use this ability three times per day. classes exist which may provide the Dedicated hero with a class ability similar, or identical, to this talent; a Dedicated hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specified as a prerequisite for that talent.

DEDICATED HERO TALENTS

* = Modern advanced or prestige

These characters are especially devoted to the care and well being of animals. Through their bond, they develop a kinship with animals and understand them almost empathically. Animal Affinity: Dedicated heroes with this talent gain add their Wisdom bonus to all Handle Animal checks. In addition, the Dedicated hero can teach an animal a trick in one day rather than one week, but he suffers a 10 modifier to his Handle Animal check when he attempts to do so. Wild Empathy*: The Dedicated hero can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The character rolls 1d20 and adds one half the Dedicated heros character level (rounded down) and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Dedicated hero and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. Most domestic animals have a starting attitude of indifferent, while most wild animals are unfriendly. (Exceptions exist: trained guard dogs may have an initial reaction of hostile to strangers.) In campaigns where magic exists, the character may also seek to influence magical beasts

Animal Friendship Talent Tree

TALENT TREE COMPENDIUM (including those she has never encountered before) at a 4 penalty. Animal empathy does not function on vermin. Calm Animals: So long as the Dedicated hero is not suffering the negative consequences of a fear-based effect, he may replace the Will save result of any animal he has taught at least one trick with a Handle Animal check. The animal must be able to see and hear the Dedicated hero and it must be within 60 feet of him. Feral Bond: The Dedicated hero forms close emotional ties to the animals he trains. When he sees an animal he has taught at least one trick in danger or otherwise threatened with harm, he gains a +2 morale bonus to attacks and a +4 morale bonus to Will saves against fear-based effects for the remainder of the encounter. Animal Friendship*: With this talent, the Dedicated hero spends an Action Point to beguile any creature of the animal type. To use this ability, the Dedicated hero must be within 30 feet of the intended target animal. Attempting to beguile the animal is a standard action that provokes an attack of opportunity. The target animal must make a Will save (DC 10 + the Dedicated heros Charisma bonus + the Dedicated heros Wisdom bonus). If the save fails, the animal becomes friendly for 1 minute per character level. Greater Animal Friendship*: This talent allows the Dedicated hero to add his own base Will save to the DC of a Will save made by any animal to resist the Dedicated heros Animal Friendship talent. In addition, the Dedicated hero gains the ability to use his normal Animal Friendship ability to beguile any creature of the Animal, Vermin, or Magical Beast type with an Intelligence of 1 or 2. However, the Dedicated hero can only add his own base Will save to the DC of saves for creatures of the animal type. Prerequisites: Animal affinity, wild empathy, animal friendship Animal Companion*: A Dedicated hero with this talent gains an animal companion selected from the following list: ape, badger, bear, camel, cat (small or lower), crocodile, dog (medium), eagle, elephant, hawk, herd animal (such as cow, camel, or bison), horse, lizard, monkey, octopus, owl, pony, porpoise, snake (Small or Medium viper), squid, tiger, or wolf. This animal is a loyal companion that accompanies the Dedicated hero on her adventures as appropriate for its kind. The player running a Dedicated hero with this talent should consider the fact that certain animals may create problems in urban areas. At lower levels, an animal companion is completely typical for its kind except as noted below. As the Dedicated hero advances, however, the animals power increases as shown in Table: Animal Companions. The Dedicated hero may release the animal back to the wild, regaining the action point initially spent in the process. The Dedicated hero does not regain the action point if the creature dies. In either case, if a Dedicated hero releases her companion from service, she may gain a new one by spending a complete and uninterrupted 24-hour period devoting herself to the effort of finding and binding with a new animal. This effort can also replace an animal companion that has perished. Prerequisite: Any talent from the Animal Friendship or Wilderness Expert talent trees.

Attentive Talent Tree

The Dedicated hero likes and enjoys the company of others, but rather than using his force of his own personality to persuade or attract people, prefers to watch and listen, gaining greater understanding and creating lasting friendships. Social Intuition: Some people develop an intuitive sense of human interaction. The Dedicated hero has so much insight into personal relations that he can add his Wisdom bonus to all Bluff, Diplomacy and Gather Information checks. Connected: The Dedicated hero has come to know a wide variety of people through his business dealings or travels. Once per session, he may spend an action point to seek out an individual with whom he has dealt positively in the past. Seeking this acquaintance out requires 1d6 hours. The acquaintance has one skill of the Dedicated heros choice with a number of ranks equal to one-half the sum of the Dedicated hero characters level + his Wisdom modifier (rounded up). Unlike allies gained from the contacts class ability, the Dedicated heros acquaintance is only considered friendly (rather than helpful) and must be compensated for any services rendered. The Dedicated hero may use this ability even in remote locations, so long as there are at least 40 people within a 25-mile radius around the Dedicated hero when he declares the ability use (e.g. an Antarctic research base near the South Pole or a nomad camp in the midst of a desert). Perceptive Synergy: The Dedicated hero has a wide range of interest in many different fields, and

TALENT TREE COMPENDIUM


Table: Animal Companions Animal Companion Advancement Character Level 1st2nd 3rd5th 6th8th 9th11th 12th14th 15th17th 18th20th Bonus HD +0 +2 +4 +6 +8 +10 +12 Defense Bonus +0 +2 +4 +6 +8 +10 +12 Str/Dex Adj. +0 +1 +2 +3 +4 +5 +6 Bonus Tricks 1 2 3 4 5 6 7 Special Link, share spells* Evasion Devotion Multiattack Improved evasion

* The share spells ability is only available in games and settings which use magic.

Animal Companion Basics: Use the base statistics for a creature of the companions kind, but make the following changes. Character Level: The level of the character with the Animal Companion talent. Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companions base attack and base save bonuses. An animal companions base attack bonus is the same as that of a Dedicated character level equal to the animals HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animals HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monsters Hit Dice. Defense Adj.: The number noted here is an improvement to the animal companions existing defense bonus. Str/Dex Adj.: Add this value to the animal companions Strength and Dexterity scores. Bonus Tricks: The value given in this column is the total number of bonus tricks that the animal knows in addition to any that the character might choose to teach it (see the Handle Animal skill). These bonus tricks dont require any training time or Handle Animal checks, and they dont count against the normal limit of tricks known by the animal. The character selects these bonus tricks, and once selected, they cant be changed. Link: The character can handle her animal companion as a free action, or push it as a move action, even if she doesnt have any ranks in the Handle Animal skill. The character gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells*: If the campaign includes any kind of spells or magic, the character may choose have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the character before the duration expires. Additionally, the character may cast a spell with a target of You on her animal companion (as a touch range spell) instead of on herself. A character and her animal companion can share spells even if the spells normally do not affect creatures of the companions type (animal). Evasion: If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a 5 penalty. Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

10

TALENT TREE COMPENDIUM is able to discern fact from fiction much more easily than other people due to his depth of understanding. All synergy bonuses the Dedicated hero receives to Wisdom or Charisma based skill checks are increased by +2 (i.e. from +2 to +4). her Wisdom modifier minutes (minimum 1) and make a successful Sense Motive check opposed by her targets Bluff skill, she learns some important information about his tendencies and mood. She gains a +2 competence bonus on all Bluff, Diplomacy, Gamble, Intimidate and Sense Motive checks made against him for the next 24 hours. Since this advantage is God of Gamblers Talent Tree based partly on the targets mood and current state The character is a natural gambler. Maybe its just a of mind, it represents only a temporary advantage. hobby, or maybe its a livingor an addiction. In any Prerequisites: Gamble 6 ranks, weigh the odds case, this Dedicated hero is a cut above your average gambling aficionado and excels at games of chance, as well as other forms of risk-taking. Diagnosis Talent Tree Weigh the Odds: Gamblers excel at judging the The Dedicated hero has the know-how to discern the difficulty of a task at hand. Three times per day, the medical condition of persons in his vicinity, and to do Dedicated hero can opt to force an opponent to so with alacrity. make his opposed check before the Dedicated hero Triage: The Dedicated hero can quickly assess the takes her action. The GM announces the total result medical needs of a creature within 30 ft. As a free acof this check. The Dedicated hero may then decide to tion, roll Treat Injury (DC 10). On a successful check, take her action as normal and oppose the result or do the Dedicated hero can determine if that creature is something else. In the former case, the announced dead, dying, disabled, seriously wounded (less than result serves as the opponents total. In the latter, ig- half its hit points left), moderately wounded (more nore the result. The Dedicated hero may instead take than half hit points left but at less than full hit points) a different action. or in good condition. Failed checks may give no inforFor example, if the Dedicated hero wants to use mation or false information, at the GMs discretion. Bluff to trick a dockworker into allowing her into Prerequisite: Treat Injury 4 ranks the strange chapel she knows is aboard the ship he Assess Condition: When using the triage talent guards. She uses weigh the odds to force him to make (above), the Dedicated hero can also determine any a Sense Motive check, the skill normally used to op- conditions that may be affecting the target creature. pose Bluff. The GM announces that the total result is In addition to the normal benefits for triage, the char10. The player decides that she likes those odds, so acter can determine if a creature is ability damaged, the Dedicated hero goes ahead with her Bluff check. ability drained, blinded, cowering, dazed, deafened, If the result had been 26, the player may have de- exhausted, fatigued, nauseated, panicked, paralyzed, cided to instead leave the dockworker alone or try to shaken, stable, stunned, or unconscious. The Dedicatdistract him while her friends tried to move in behind ed hero can also determine if the character is under his back. the effects of any mind-affecting spells or abilities, Prerequisite: Gamble 4 ranks although he cannot determine what spell or ability it Gamblers Luck: Regardless of the situation, things is that affects them. just seem to go a good gamblers way. Observers Prerequisite: Treat Injury 4 ranks believe that they have incredible luck, but gamblers Area Triage: As a move-equivalent action, the simply know how to play the odds. Once per day, the Dedicated hero can quickly assess the medical needs Dedicated hero may choose to re-roll a single d20 roll of every creature within a radius of 15 feet. Make a for an attack, check, or save before she learns if she Treat Injury roll (DC 10) for every creature inspected. succeeded. For each successful check, the Dedicated hero can Prerequisite: Gamble 4 ranks determine if that creature is dead, dying, disabled, Work the Angles: Gamblers know how to read their seriously wounded (less than half its hit points left), opponents, learning their tendencies in order to put moderately wounded (more than half hit points left together a game plan that takes advantage of the but at less than full hit points) or in good condition. opponents weaknesses and avoids their strengths. Failed checks may give no information or false inforIf the Dedicated hero can speak with a person for 5 mation, at the GMs discretion.

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TALENT TREE COMPENDIUM Character Assessment: The Dedicated hero learns about a person simply by looking at them. The Dedicated hero makes a Wisdom check, adding the Favored Enemy Talent Tree target characters Reputation modifier to determine The Dedicated heros knowledge of a special group the final result. The amount that the Dedicated hero or disdain for their motivations makes him especially knows about that person is based on the result of the effective against them. Wisdom check. Consult Table: Character Assessment Favored Enemy: Select a single allegiance that Results to determine how much information the charis opposed to the Dedicated heros attitudes or alacter gleans from using this talent. legiances. The Dedicated hero gains a +1 bonus on Prerequisite: Fragmented legend Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures with that Table: Character Assessment Results opposed allegiance. Likewise, the Dedicated hero Knowledge gains a +1 bonus on weapon damage rolls against Result 16-20 Targets general residence or place of such creatures. origin Improved Favored Enemy: The Dedicated hero As above, plus targets starting oceither selects another allegiance as a favored enemy 21-25 cupation and gains a +1 bonus as described above against that enemy, or their bonus against their first favored en- 26-30 As above, plus targets personality emy increases by an additional +1 (+2 in total). This and interests talent may be selected multiple times. 31 or more As above, plus targets personal hisPrerequisite: Favored enemy tory and misdeeds Implacable Foe: The Dedicated hero with this talent adds his Wisdom bonus to all damage rolls made against a specific favored enemy. Martial Discipline Talent Tree Prerequisite: Favored enemy This Dedicated heros combat effectiveness does not Focused Resolve: Dedicated heroes with this talent rely on mere strength or speed, but on her great focus gain their character level in hit points at the begin- and discipline. ning of any encounter in which they face a favored Combat Assessment: The Dedicated hero is able enemy. to size up someones combat capabilities by observPrerequisite: Favored enemy ing them carefully. As a move action, the Dedicated Dauntless Opponent: Dedicated heroes with this hero can choose a subject and make a Sense Motive talent gain a +3 bonus to all Will saves during any en- check opposed by the subjects Bluff check result. If counter in which they face a favored enemy. the Sense Motive check succeeds, the Game Master Prerequisite: Favored enemy tells the player the subjects combat bonus relative to the Dedicated heros (lower, higher, or equal). The player doesnt know the subjects exact bonus unless Lore Talent Tree The Dedicated hero always has her ear to the ground, it equals the Dedicated heros, and the Dedicated picking up scattered bits of information and lore hero only obtains a rough estimate of relative ability. throughout the world that may yet come in handy In cases of a 5-point or greater difference, the Game some day. As one of the most practical heroes in any Master may choose to tell the player the subjects boadventuring party, a Dedicated hero with a talent nus is considerably more or less than the Dedicated from this tree is a fountain of information on many heros. Shifting Throw: The Dedicated hero has trained subjects, and much of what she knows comes from herself in the fundamentals of redirecting opponents everyday knowledge rather than from a textbook. Fragmented Legend: The Dedicated hero may melee and unarmed attacks rather than resisting make Knowledge skill checks untrained. This repre- them. When the Dedicated hero is unsuccessfully sents the fragmented pieces of information picked attacked by an opponent, as a free action she may up during the Dedicated heros adventures and not move that opponent to any square adjacent to her that doesnt place the opponent in immediate jeopany education or formal learning. Prerequisite: Treat Injury 6 ranks

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TALENT TREE COMPENDIUM ardy (such as flipping him into a woodchipper or over a cliff, although the square can be threatened by another combatant). All of the Dedicated heros allies within one range increment gain a +2 bonus to attack that opponent during their next action. Prerequisite: Combat Martial Arts feat Chi Strike: The Dedicated heros unarmed attacks are incredibly powerful. The Dedicated hero gains the equivalent of the Power Attack feat, but only with unarmed attacks. Therefore, on the Dedicated heros action, before making attack rolls for a round, she may choose to subtract a number from all unarmed attack rolls and add the same number to all unarmed damage rolls. This number may not exceed the Dedicated heros base attack bonus. Once the penalty to attacks and bonus on damage is set, it may not change until the Dedicated heros next action. The Dedicated hero may purchase feats that have Power Attack as a prerequisite, but unless the Dedicated hero also gains the Power Attack feat, she can only use those feats with unarmed attacks. In addition, the Dedicated hero gains the equivalent of the Sunder feat, but only with unarmed attacks. Therefore, when the Dedicated hero strikes at an object held or carried by an opponent (such as a weapon or shield) with an unarmed attack roll, the attack does not provoke an attack of opportunity. The Dedicate hero also gains a +4 bonus on any unarmed attack roll made to attack an object held or carried by another character. The Dedicated hero may purchase feats that have Sunder as a prerequisite, but unless the Dedicated hero also gains the Sunder feat, she can only use those feats with unarmed attacks. Prerequisite: Combat Martial Arts feat Nerve Attack: The Dedicated hero trains in the fundamentals of striking human vital points. Before making an unarmed attack roll, if the player declares that the Dedicated hero is making a nerve attack, that attack does nonlethal damage, but if a threat is rolled, the attack also inflicts the attackers choice of one point of temporary Strength, Dexterity or Wisdom damage. Prerequisite: Treat Injury 2 ranks Improved Nerve Attack: The Dedicated hero has mastered the techniques used to attack an opponents vital points and may use this knowledge to virtually control the bodies of others. In addition to the normal effects of a nerve attack, if a threat is rolled with such an attack, the target is also dazed for one full round. Prerequisites: Treat Injury 5 ranks, Combat Martial Arts feat, nerve attack, base attack bonus +3

Natural Hunter Talent Tree

When this Dedicated hero travels in any wilderness setting, she instinctively perceives the lay of the land, and can track other creatures through it swiftly Wilderness Awareness*: The Dedicated hero gets a +4 competence bonus when using Search, Spot, or Listen to detect ambushes or traps in the wilderness. Prerequisite: Survival 4 ranks Trackless Step*: The Dedicated hero leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Prerequisites: Wilderness awareness, Survival 5 ranks Swift Tracker*: The Dedicated hero can move at her normal speed while following tracks without taking the normal 5 penalty. She takes only a 10 penalty (instead of the normal 20) when moving at up to twice normal speed while tracking. Prerequisites: Track feat, wilderness awareness, Survival 7 ranks Wilderness Attunement: When in any sort of natural terrain, the Dedicated hero may substitute her Wisdom modifier for her Dexterity modifier when making Hide or Move Silently checks. Prerequisites: Swift tracker, Track feat, wilderness awareness, Survival 7 ranks Camouflage*: The Dedicated hero can use the Hide skill in any sort of natural terrain, even if the terrain doesnt grant cover or concealment. Prerequisites: Wilderness awareness, trackless step, Hide 9 ranks, Survival 9 ranks Hide in Plain Sight*: While in any sort of natural terrain, the Dedicated hero can use the Hide skill even while being observed. Prerequisites: Wilderness awareness, trackless step, camouflage, Hide 11 ranks, Survival 11 ranks

Paranoia Talent Tree

Whether they have reason or not, some people live in constant fear of attack. This Dedicated hero is such a person, and therefore is always ready for danger. Paranoia: The Dedicated hero adds his Wisdom bonus to all Initiative rolls. Sweep*: This Dedicated hero knows how to size up an area and get the lay of the land in a single sweep of his eyes. This sweep provides a +4 circumstance

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TALENT TREE COMPENDIUM bonus on Spot checks and covers an area out to 30 feet away from the character. The Dedicated hero can use this bonus at the start of an encounter. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result. Poised Strike: If the Dedicated hero must make a Listen or Spot check to determine whether he is surprised, add his base attack bonus (but not any modifiers he would normally gain on an attack roll) to his Listen or Spot roll in addition to the usual modifiers. Wary: The Dedicated hero can roll a Will save (DC 20) to avoid being surprised. A successful save allows the Dedicated hero to act during the surprise round, even if he would otherwise be surprised. This ability is usable twice per day. Prerequisite: Any other talent from this tree bonus is +1, but this talent may be selected multiple times, and each time it is selected it raises the Target Bonus by +1. Profile*: The Dedicated hero knows how to create a profile of a criminal. By making a Gather Information check (DC 15) related to a crime, the Dedicated hero compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing marks and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. However, the Dedicated hero has no way to be certain that the criminal didnt wear a disguise or otherwise mask her identity. The Dedicated hero can expand the profile by making an Investigate check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, the Dedicated hero combines the information gathered with forensic evidence to develop a profile of the suspects method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate the suspectthe Dedicated hero develops a sense of the suspects goals and where he or she might strike next. Identify Motive*: The Dedicated hero can use a crime scene (or evidence from a crime scene) to determine the perpetrators state of mind at the time she committed the crime. If the perpetrator attempted to hide the nature of her crime (such as making a premeditated murder look like a burglary gone awry), the Dedicated hero must make a Sense Motive check opposed by the perpetrators Bluff check. If the crime was committed by more than one perpetrator and the Dedicated hero does not know this fact, the Bluff check receives a +5 bonus. Success allows the Dedicated hero to understand the perpetrators emotional state at the time of the crime, and reveals how many perpetrators were involved. Prerequisite: Profile

Sleuth Talent Tree

The Dedicated hero has an eye for detail and an intuitive understanding of the criminal mind. Sharp Eye*: The Dedicated hero is known for being extraordinarily observant. When selecting this talent, the Dedicated hero gains a permanent +2 competence bonus to any three skills from the following list: Gather Information, Investigate, Knowledge (civics, physical sciences, or technology), Research, Sense Motive, Search, Spot. This talent can be taken up to three times. Each time, three new skills must be selected, and no skill can be selected twice. Target Bonus*: The Dedicated hero, as a full-round action, may designate an individual as a target. He spends one action point to select a target, and thereafter gains a competence bonus on certain actions involving that particular target. The Dedicated hero does not need to know the target personally and may know her only through her actions or description. The Dedicated hero may not select a target while he or the target is in combat, and once he chooses a target he must wait 24 hours before choosing another. The Dedicated hero gains the target bonus as a competence bonus on attacks against that particular target, as well as when using the following skills directly against the target, or in tracking a target: Bluff, Computer Use, Gather Information, Investigate, Listen, Research, Search, Sense Motive, and Spot. The target bonus applies to a single individual and lasts until the Dedicated hero chooses a new target. The

Weapon of Choice Talent Tree

Dedicated heroes with this talent tree are devoted to the mastery of a single weapon or fighting form. Weapon Focus: So long as he meets the prerequisites, the Dedicated hero gains the Weapon Focus feat. Greater Weapon Focus: The bonus to attack rolls for the Dedicated heros Weapon Focus feat is in-

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TALENT TREE COMPENDIUM creased by +1. If the Dedicated hero has the Weapon Focus feat with multiple weapons, he must choose one weapon for which he has the Weapon Focus feat to benefit from this increased bonus. The chosen weapon can never be changed, and, like most talents, this talent can only be selected once. Prerequisites: Base attack +2, Weapon Focus feat Critical Strike: With this talent, the Dedicated hero can strike with critical precision more frequently than other characters using the same weapon. This talent increases the critical threat range of the weapon the character has chosen for his greater weapon focus talent by 1 point. For example, a Colt .45 usually threatens a critical on a natural roll of 20. With this talent, that increases to 19-20. This effect does stack with the Improved Critical feat. Prerequisites: Base attack +3, greater weapon focus, Weapon Focus feat Lethal Strike: The Dedicated heros strikes with the weapon he has chosen for his greater weapon focus talent become more deadly. The DC to save against massive damage inflicted with the Dedicated heros selected weapon is equal to DC 15 plus the Dedicated heros Wisdom modifier. Prerequisites: Base attack +4, greater weapon focus, Weapon Focus feat Weapon of Choice: Attacks made by the Dedicated hero with the weapon he has chosen for his greater weapon focus talent become even more devastating. Attacks made with the Dedicated heros Weapon of Choice inflict an additional amount of damage equal to the Dedicated heros Wisdom modifier. This damage stacks with any similar bonus gained from similar feats or talents such as Weapon Specialization.Prereq uisites: Base attack +5, greater weapon focus, Weapon Focus feat or difficult terrain, the Dedicated hero may make a Survival check to reduce travel time. With a check result of 15 or better, the Dedicated hero reduces total travel time by 25%. With a 25 or better the time is reduced by 50%. The Dedicated hero can guide a group of up to three individuals at no penalty. However, for each additional three in the group being guided, apply a -2 penalty to the trailblazing check. The Dedicated hero can take 10 on this check, but he cant take 20. This ability does not apply to tactical movement or local movement. Woodland Stride: The Dedicated hero may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, in a campaign where magic exists, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the Dedicated hero. Prerequisite: Any 1 other talent from this tree Naturalist: The Dedicated hero selects one of the following terrains in which she specializes: arctic, desert, deciduous forest, jungle, mountain (high altitude), mountain (low altitude), plains (temperate grasslands), rainforest, savanna, sea coast, swamp, volcanic plain. When in that particular terrain, she gains a +2 competence bonus on all checks involving the following skills: Climb, Craft (structural), Hide, Move Silently, Navigate, Search, Survival. This talent may be selected more than once. Each time, the Dedicated hero may either gain the described bonus in a new type of terrain or add an additional +2 to a preexisting bonus. However, the bonus can never be greater than half the Dedicated heros ranks in the Survival skill (rounded down). Prerequisites: Climb 6 ranks, Survival 6 ranks, Navigate 3 ranks

Wilderness Expert Talent Tree

The character is familiar with animals and natural settings. Nature Sense: The Dedicated hero gains a +2 bonus on Knowledge (nature) and Survival checks. Natural Affinity: The Dedicated hero can identify plants and animals (their species and special traits) with perfect accuracy. Such a character can also determine whether water is safe to drink or dangerous. Trailblazing: The Dedicated hero is particularly skilled at finding the best route through unfamiliar or obstructed areas. When traveling in poor conditions

FAST HERO TALENTS

* = Modern advanced or prestige classes exist which may provide the Fast hero with a class ability similar, or identical, to this talent; a Fast hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specified as a prerequisite for that talent.

Acrobatic Talent Tree

The Fast hero is a trained or natural acrobat.

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TALENT TREE COMPENDIUM Graceful Recovery: Three times per game session, the Fast hero may re-roll any Balance check he makes and keep the better result of the two rolls. Improved Charge: The Fast hero can make a charge without having to move in a straight line. All other charge rules apply, but the Fast hero can alter his or her direction when making a charge to avoid obstacles. Prerequisite: Base attack bonus +2 Nip-Up: The Fast hero can stand up from a prone position as a free action that does not provoke an attack of opportunity. Prerequisite: Character level 4 Nimble: Tumble and Balance are always class skills for this Fast hero. That is, the Fast hero treats Tumble and Balance as class skills for any class in which the Fast hero currently has, or subsequently gains, levels. Slow Fall: If the Fast hero is within arms reach of a wall, she can use it to slow her descent. Subtract 10 feet from the fall per two character levels before determining damage, with falls of 0 or less doing no damage. Prerequisite: Base Reflex save bonus +4 or higher Acrobatic Leap: The Fast heros jumping distance is not limited according to his height. Also, he adds his Dexterity bonus to all vertical jumping attempts. Prerequisite: Any one talent from this tree Acrobatic Attack: If the Fast hero attacks by jumping at least 5 ft. into his opponent at or onto his opponent, or by swinging from a rope or similar object into his opponent, he gains a +2 circumstance bonus to attack and damage rolls. Prerequisites: Acrobatic leap, graceful recovery competence bonus to all Escape Artist checks, including those made to escape a grapple. Creeping Reflexes: The Fast hero has remarkably keen reactions, enabling her to excel at certain skills. The Fast hero with this talent adds her base Reflex saving throw bonus to all Move Silently checks. Prerequisites: Any one talent from this talent tree and any one talent from the Defensive talent tree. Catlike Reflexes: The Fast hero has remarkably keen reactions, enabling her to excel at certain skills. The Fast hero with this talent adds her base Reflex saving throw bonus to all Hide checks. Prerequisites: Any one talent from this talent tree and any talent from the Defensive talent tree. Improved Fancy Footwork: Any Defense bonus the Fast hero gains from the Fancy Footwork talent is increased. Accordingly, each round the Fast hero may choose to either gain a +2 Dodge bonus to her Defense against all attacks directed at her, or a +3 Dodge bonus against a single specific opponent. Prerequisite: Fancy footwork. Celeritous Skulking: The Fast hero with this talent can move at normal speed without suffering the 5 penalty to her Hide check. Prerequisites: Any two talents from this talent tree and any talent from the Defensive talent tree. Redirecting Dodge: Should an opponent against whom the Fast hero is receiving the bonus from her Dodge feat (or the fancy footwork talent) attack her while flanking her, she may be able to turn the attack against the opponents flanking partner. If the attack against the Fast hero misses, she can spend an Action Point to dodge out of the way successfully. This tactic causes the opponent to skewer the ally who helps create the flank, imposing its result against that Elusive Talent Tree ally. The opponent does not reroll the attack. Use the Fast heroes with this talent tree are known for their result of the original attack roll against the flanking uncanny ability to avoid attacks and to wriggle free of target. Note that the Fast hero decides to spend the bonds or grapples. Action Point after seeing the attacks results, allowing Fancy Footwork: Each round, on his initiative, the her to gauge whether the strike has a chance to hit Fast hero may choose to either gain a +1 Dodge the enemy. bonus to his Defense against all attacks directed at Prerequisites: Dodge feat, base attack bonus +7 her, or a +2 Dodge bonus against a single specific opponent. She cannot use this bonus when she is flat footed or otherwise denied her Dexterity bonus to Efficiency Talent Tree Defense. In addition, a Fast hero with this talent can The Fast hero is not only able to move and react more acquire feats and talents that have the Dodge feat as quickly than other types of heroes, she is also more a prerequisite, even if the Fast hero does not possess efficient with her time. The Fast hero learns how to act the actual feat. even when performing numerous other tasks and to Slippery: A Fast hero with this talent gains a +3 accomplish those tasks in the shortest time possible.

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TALENT TREE COMPENDIUM Tactical Action: The Fast hero may spend one action point to use this talent. At the beginning of any round, the Fast hero may raise her Initiative by +2. This must be declared before the combatant with the highest initiative begins his action. Surge of Speed: The Fast hero may spend one action point to use this talent. At the beginning or end of the Fast heros round, the Fast hero gains an additional move action to be used at her discretion. Burst of Speed: The Fast hero may spend one action point to use this talent. At the beginning or end of the Fast heros round, the Fast hero gains an additional attack action to be used at her discretion. Prerequisites: Surge of speed, increased speed once per round, the Fast hero can choose whether to treat her ranged weapon as a melee weapon or go back to treating it as a ranged weapon. When treating a ranged weapon as a melee one, the Fast hero threatens spaces up to her standard reach and makes attacks of opportunity as if the ranged weapon were a normal melee weapon. Further, while treating her ranged weapon as a melee one, she does not provoke attacks of opportunity with her ranged weapons attacks. However, while treating a ranged weapon as a melee weapon, she can only attack opponents in her threatened area, and must choose to go back treat her ranged weapon normally in order to attack foes at range. Prerequisites: Point Blank Shot feat, base attack bonus +2 Advanced Point Blank Shot: Whenever the Fast hero makes an attack that gains the bonus from her Point Blank Shot feat, she can choose whether she wishes to use this talent. If she damages the opponent while using this talent, the opponent damaged must roll a Strength or Dexterity check (whichever is higher) against a DC equal to 12 plus the amount of damage inflicted. If the check is failed, the opponent is knocked prone, as if the Fast hero had tripped him. Prerequisites: Point Blank Shot feat, base attack bonus +3 Greater Point Blank Shot: The Fast hero gains her Dexterity bonus to damage on all ranged attacks made against targets within 30 feet. This benefit stacks with Point Blank Shots base bonus damage. Prerequisites: Point Blank Shot feat, base attack bonus +5 Supreme Point Blank Shot: When the Fast hero uses her advanced point blank shot talent, the DC of the opponents Strength or Dexterity check to avoid falling prone is increased to 15 plus the amount of damage inflicted. In addition, if the opponent fails, the Fast hero may force him to fall prone in a square adjacent to his current positionin essence moving him one square. The Fast hero chooses which square the opponent falls into, but it cannot be a square closer to the Fast hero than the opponents current location. If the opponent is forced to enter an occupied square in this fashion, the targets within it must make Reflex saves (DC 15 + fallen opponents special size modifier; see the Table: Falling Prone Check Modifiers) or also be knocked prone. Any creatures forced to make such a Reflex save also gain a modifier to the

Instinctive Response Talent Tree

The Fast hero gains the instinctual ability to react quickly and effectively to unexpected danger. Full Alert: The Fast hero gets a +4 circumstance bonus on initiative checks. This bonus stacks with the one provided by the Improved Initiative feat (providing a +8 bonus if the Fast hero has both). Improved Evasion*: If the Fast hero is exposed to any effect that normally allows a Fast hero to attempt a Reflex saving throw for half damage (such as getting caught in a grenade blast), the Fast hero suffers no damage if she makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor. Prerequisites: Evasion, plus any two other talents from this talent tree and/or the Defensive Talent or Increased Speed Talent Trees. Heightened Reflexes: The Fast hero can choose to take 10 on any Reflex saving throw. She may also spend 1 action point to gain a +10 bonus on a Reflex saving throw. She may choose to take 10, or spend an action point to gain the +10 bonus, or both. Prerequisites: Full alert, evasion, increased speed, improved evasion.

Point Blank Range Talent Tree

The Fast hero excels at using ranged weapons in close-quarters situations. Point Blank Shot: The Fast hero gains the Point Blank Shot feat. Improved Point Blank Shot: Opponents can never get close enough to the Fast hero to make her ranged weapon a disadvantage. As a free action

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TALENT TREE COMPENDIUM roll based on their own size (also using the same Table: Falling Prone Check Modifiers, below). Once any Reflex saves are resolved, the opponent who initially fell prone does not stay in an occupied square, but is moved back to his initial position. See the table below for size modifiers to trip saves: Table: Falling Prone Check Modifiers Size DC/Save Modifier Fine 12 Tiny 8 Small 4 Medium +0 Large +4 Huge +8 Gargantuan +12 Colossal +16 If the square or squares into which the Fast hero forces the opponent to move are unoccupied, the creature comes to a stop where she placed him. The Fast hero must resolve this movement before gaining any additional attacks against that opponent. Prerequisites: Point Blank Shot feat, advanced point blank shot talent, base attack bonus +6 check to gain a +2 circumstance bonus in the grapple. The DC for this check is 10 + the opponents base attack bonus. If the check fails, no bonus is gained. The bonus applies to all grapple checks the Fast hero makes against the opponent and persists until the grapple ends. Advanced Acrobatic Grapple: The Fast hero with this talent can make Tumble skill checks instead of grapple checks when engaged in a grapple. The Fast heros Tumble ability replaces his normal method of grappling. All the Fast heros grapple checks are now rolled as Tumble checks. These Tumble checks serve as the Fast heros grapple checks. This effect does not stack with the benefit gained from Basic Acrobatic Moves. Prerequisites: Kinetic grapple, basic acrobatic grapple

Thug Talent Tree

Speed Wrestling Talent Tree

Grappling is not all about Strength. There are many successful wrestlers who win because they are much faster than their opponent, rather than stronger. A truly speedy wrestler can execute more moves in less time and he is often far more limber than the musclebound brawler. Kinetic Grapple: Fast heroes with this talent can use their Dexterity modifier instead of Strength modifier when grappling. Chain Wrestling: The Fast hero can quickly execute wrestling moves while grappling at the expense of accuracy and form. When doing so, he may make one extra grapple check in a round at his highest base attack bonus, but that grapple check takes a 2 penalty, as does each other grapple check made that round. This penalty applies for 1 round, so it also affects opposed grapple checks the Fast hero might make before her next action. The Fast hero must use a full attack action to use this talent while grappling. Prerequisite: Kinetic grapple Basic Acrobatic Grapple: At the beginning of a grapple, a Fast hero with this talent makes a Tumble

The Fast hero understands how to hit someone where it hurts the most. Sneak Attack: Any time the Fast heros target would be denied her Dexterity bonus to Defense (whether she actually has a Dexterity bonus or not), the Fast heros attack deals +1d6 points of damage. Should the Fast hero score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. With a sap or an unarmed strike, the Fast hero can make a sneak attack that deals nonlethal damage instead of normal damage. He cannot use a weapon that deals normal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. A Fast hero can only sneak attack living creatures with discernible anatomies. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the Fast hero must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The Fast hero cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. If the Fast hero gains sneak attack from another class or feat, the bonus dice from the various sneak attacks stack. Sneak Attack 2: The bonus damage from the Fast heros sneak attack is increased to +2d6.

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TALENT TREE COMPENDIUM Prerequisites: Fast hero level 3, sneak attack able to act for 1d6 rounds plus 1 round per level of Sneak Attack 3: The bonus damage from the Fast the Fast hero. If the victims saving throw succeeds, heros sneak attack is increased to +3d6. the attack is just a normal sneak attack. Once the Fast Prerequisites: Fast hero level 5, sneak attack 2 hero has completed the 3 rounds of study, she must Sneak Attack 4: The bonus damage from the Fast make the death attack within the next 3 rounds. heros sneak attack is increased to +4d6. If a death attack is attempted and fails (the victim Prerequisites: Fast hero level 7, sneak attack 3 makes her save) or if the Fast hero does not launch Sneak Attack 5: The bonus damage from the attack within 3 rounds of completing the the Fast heros sneak attack is increased to study, 3 new rounds of study are required be+5d6. fore she can attempt another death attack. Prerequisites: Fast hero level 9, sneak attack 4 Prerequisites: Sneak attack, base attack bonus Crippling Strike: A Fast hero with this abil+7 ity can sneak attack opponents with such precision that her blows weaken Unarmed Prodigy Talent Tree and hamper them. An opThe Fast heros combat instincts ponent damaged by one of are honed for fighting without her sneak attacks also takes weapons. 2 points of Strength damage. Exotic Arms: The Fast hero Ability points lost to damage chooses three basic or exotic return on their own at the weapons of medium size or smallrate of 1 point per day for er with which she is proficient. For each damaged ability. purposes of any talents, class abiliPrerequisites: Sneak atties or special attacks that require tack, base attack bonus an attack to be unarmed (such as +5 jump kick, flurry of blows, etc.), Death Attack: If the she may consider attacks with Fast hero studies his those weapons to be unarmed victim for 3 rounds and attacks. then makes a sneak Prerequisite: Combat Martial attack with a melee Arts feat or Defensive Martial weapon that successArts feat fully deals damage, Jump Kick: The Fast hero may the sneak attack has the move one 5-ft. square before makadditional effect of possibly ing an unarmed attack that is not a trip either paralyzing or killing the tarattempt. This does not prevent the Fast get (the Fast heros choice). While hero from taking another 5-ft. step durstudying the victim, the Fast hero ing the round as normal. can undertake other actions so Prerequisites: Jump (2 ranks), Combat long as his attention stays focused Martial Arts feat on the target and the target does Roundhouse Kick: The Fast hero may not detect the Fast hero or recattack two opponents who are adjacent ognize her as an enemy. If the both to herself and to each other with victim of such an attack fails a a single unarmed attack. The Fast hero Fortitude save (DC 10 + one half makes one attack roll and compares it the Fast heros level + the Fast to each targeted opponents Defense heros Int modifier) against value. If the Fast hero hits either or the kill effect, he dies. If the both of them, she makes a single saving throw fails against the damage roll and deals that damage paralysis effect, the victim is to each opponent she hit. rendered helpless and un-

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TALENT TREE COMPENDIUM Prerequisites: Combat Martial Arts feat, base attack bonus +1 Flying Kick: The Fast hero can use a charge to deliver a devastating flying kick to an opponent. At the end of this charge, the Fast hero adds his or her class level as a bonus to the damage he or she deals with an unarmed strike. Prerequisites: Base attack bonus +5 Flurry of Blows*: The Fast hero may strike with furious speed at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a 2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Fast hero might make before her next action. The Fast hero must use a full attack action to strike with flurry of blows. The Fast hero cannot wear any armor while using this ability. Prerequisites: Either the Brawl or Combat Martial Arts feat, at least two other talents from either this tree or the Acrobatic talent tree modifier (minimum 1), he gains a +2 competence bonus to all Bluff and Diplomacy checks made against residents of that area. His reputation as a respectable businessman allows him to easily win his neighbors trust. Merchants Eye: The Smart hero has an almost uncanny ability to spot valuable items. He gains a +2 competence bonus on any rolls to determine the worth of an item. Also, when he sells an item, assuming the object is undamaged and in working condition, the sale value is equal to the objects purchase DC (as if purchased new) minus 2 instead of minus 3. Cut Your Losses: When the Smart hero purchases an object or service with a purchase DC 11 or more points higher than his or her current Wealth bonus, the dice rolled to determine the amount of wealth lost are d4s instead of d6s. Prerequisite: Any 1 talent from this tree Haggling: Due to a combination of bartering instinct and horse sense, when purchasing or selling equipment, the Smart hero may attempt a Bluff or Diplomacy check with a DC equal to the items purchase DC. If the check is successful, the Smart hero may raise or lower the items purchase DC by 1 point. This reduction is applied to price before any other modifiers the GM may figure in (including location, rarity, or relationship to the seller). Note that, in campaigns where magic exists, this modifier cannot be applied to magical items. This ability cannot be used when the Smart hero uses his Wealth to add to an allys roll, only when the Smart hero makes the actual purchase. Prerequisites: Any 2 talents from this tree

SMART HERO TALENTS

* = Modern advanced or prestige classes exist which may provide the Smart hero with a class ability similar, or identical, to this talent; a Smart hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specified as a prerequisite for that talent.

Business Sense Talent Tree

Through some combination of factorsbe they good professional etiquette, a discerning eye, or just a natural cunningthe Smart hero has a honed talent for business interactions. Obsequious: The Smart hero has done business around enough people higher up the ladder than himself to be used to themand figure out how to turn their relative positions to his advantage. The Smart hero can add his Intelligence bonus to all Charisma based skill rolls made to interact with people who have a higher social standingor greater wealththan the Smart hero. Man About Town: As the Smart hero practices a trade in a certain community, the locals slowly begin to trust him based on the quality of his work and the services he renders to his neighbors. If the Smart hero practices his craft or profession in any community for a number of weeks equal to 6 his Intelligence

Combat Interaction Talent Tree

Smart heroes with this talent tree have an instinctive grasp of the geometry of a battlefield that affords them unique opportunities in a combat situation. Combat Expertise: So long as she meets the prerequisites, the Smart hero receives the Combat Expertise feat. Accurate Strike: The Smart heros superior understanding of the battlefield allows him to account for obstacles and confusion. Whenever the Smart hero makes an attack that adds her Dexterity bonus, Intelligence bonus, or Wisdom bonus rather than his Strength bonus to the roll, she can apply an additional +1 bonus to the attack roll as well. Further, when any attack to which this bonus is applied is

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TALENT TREE COMPENDIUM made against a target who is currently benefiting from cover or concealment, that cover or concealment is treated as if it were one degree worse than it is for purposes of the attack. For example, if a creature benefiting from 12 cover is attacked by a Smart hero using her accurate strike ability, he does not receive a +4 cover bonus to Defense against that attack, but rather receives a +2 bonus, as if the creature were only benefiting from 14 cover. If the same creature were benefiting from 12 concealment, the 20% miss chance applied to the Smart heros attack would be reduced to 10%, as if only 14 concealment applied. If the target only has 14 cover or 14 concealment, he receives no benefit against the Smart hero using her accurate strike. Prerequisite: Combat Expertise feat or any talent from the Research Talent Tree, base attack bonus +1 Sudden Move: When the Smart hero takes her free 5-foot step she may move 10 feet instead. This is still treated as a 5-foot step for purposes of attacks of opportunity. Prerequisite: Combat Expertise feat or any talent from the Research Talent Tree, base attack bonus +1 Double Time: The Smart hero can spend 1 action point at the beginning of any round to re-roll her initiative check as a free action. This will change her place in the initiative order for the rest of the combat. Prerequisite: Combat Expertise feat or any talent from the Research Talent Tree, base attack bonus +1 Advanced Combat Expertise: When using the Combat Expertise feat, the Smart hero may take a penalty to attacks of up to her base attack bonus and gain the same number as a bonus to defense. Otherwise, the feat functions as normal. Prerequisites: Combat Expertise feat, base attack bonus +5 halved. Other circumstances or skills that reduce the time are figured into the time to create the item first and then this amount is halved. Prerequisite: Craft (any) 4 ranks Made to Last: Items created by the Smart hero are made of such excellent material and with such skill that they are extremely durable. When the Smart hero has completed an item, she makes a Craft skill check (DC 25) adding her levels in the Smart hero class as a bonus. If the Smart hero succeeds, the item is considered durable. Durable items receive a +1 enhancement bonus to any save. The Hardness and Hit Points of such items are increased by one-quarter. Prerequisite: Craft competence Potent Weapon: Weapons created by the Smart hero not only offer a bonus to hit, but also to damage. When the Smart hero has completed a weapon, she makes a Craft skill check (DC 25) adding her levels in the Smart hero class as a bonus. If the Smart hero succeeds, the weapon provides a +1 enhancement bonus to damage rolls. Prerequisite: Craft competence Scrimp and Save: The Smart hero has become so adept at fashioning items that she uses less material and maximizes the use of the materials available. When the Smart hero begins work on an item(s), she makes a Craft skill check (DC 25) adding the levels in the Smart hero class as a bonus. If the Smart hero succeeds, the value of the raw materials necessary is reduced by an amount equal to the characters Smart hero levels. Prerequisite: Craft competence

The Smart hero has spent time training his mind to be as efficient, analytical, and rational as possible. This allows him to take full advantage of his learning and experience, but can sometimes make him seem a Craft Talent Tree little distant and emotionless. The Smart hero has learned many secrets regarding Logical: The Smart hero can use the theoretical the manufacture of items. information at his command to help solve real tanCraft Competence: The Smart hero has studied the gentially related problems. Choose any Knowledge manufacture of goods relating to any single Craft skill category in which the Smart hero has 4 or more ranks. to such a degree, that she can create items quickly He gains a synergy bonus equal to half his class level without detracting from the quality of the item. When (round down) to the related skill listed below. the Smart hero begins the process of creating an item, she makes a Craft skill check (DC 20) adding her Knowledge Category Synergy Bonus to levels in the Smart hero class as a bonus. If the Smart Arcane lore Knowledge (theology hero succeeds, the time needed to create the item is and philosophy)

Deduction Talent Tree

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TALENT TREE COMPENDIUM Art Behavioral sciences Business Civics Current events Earth and life sciences History Physical sciences Popular culture Streetwise Tactics Technology Theology and Philosophy Craft (visual art) Sense Motive Forgery Diplomacy Gather Information Treat Injury Research Craft (chemical) Knowledge (streetwise) Intimidate Investigate Craft (electronic) Knowledge (arcane lore) and engineering. Barricade: Those with a sense for engineering prefer to spend time carefully planning a fortification and determining the materials they need to create it, but in times of stress (such as when a prowling murderer is somewhere in the wilderness outside the cabin door) they can throw together a durable but temporary barrier. With five rounds of work and a DC 20 Craft (structural) check, the Smart hero can either increase the hardness of a 10-foot section of wall, a door, or similar structure by 1d4 or increase its hit points by 3d6. An object can receive either bonus only once. Thus, the Smart hero could either improve a doors hardness or its hit points, but not both. The Game Master must judge whether sufficient construction materials are available to complete this work. If the Smart hero has help from one or more characters, reduce the time needed to complete this reinforcement by two rounds. Additional helpers beyond the first one only get in the way. Demolish: The Smart hero excels at tearing down structures and delivering smashing blows against brick walls and similar objects. When making attacks against constructs or objects with hardness, the Smart hero gains the benefits of the Power Attack feat. If the Smart hero already has this feat, double the bonus damage it grants when he uses a one-handed weapon against constructs or objects with hardness. When using a two-handed weapon, the Smart hero triples rather than doubles his bonus damage. Engineers Eye: With their skill in handling steel, concrete and other materials combined with their knowledge of how best to put a structure together, engineering experts excel at finding weak points and vulnerable spots in objects. With a successful Craft (structural) check (DC 15), the Smart hero gains a +5 bonus to damage against any object with hardness or any construct. If the check result is 30 or higher, the Smart hero gains a +10 bonus. Using Craft (structural) in this manner is a full-round action. At the GMs discretion, a player may choose to substitute Craft (mechanical) for this roll against appropriate constructs or objects. Prerequisite: Barricade or demolish

The Smart hero may take this talent multiple times, but each time it must apply to a different Knowledge category. Prerequisite: Knowledge (any) 4 ranks Talk a Good Game: The Smart hero has such stunning command of a subject that he is able to use it to obfuscate his real meaning or intention. Choose one Knowledge category to which the Smart hero already has applied the logical talent. When talking about that subject, if a Bluff, Diplomacy, or Intimidate check is called for, the Smart hero may instead use the skill modifier from his Knowledge skill. For example: If the Smart hero has taken the logical talent for Knowledge (business) and is trying to convince a colleague that a particular company has a higher net value than it truly does, he may use his Knowledge (business) score instead of his Bluff score when determining whether or not the colleague believes him. (The check is still opposed normally.) This talent may be taken multiple times, but each time it must be applied to a different Knowledge category to which the Smart hero has applied the logical talent. Prerequisites: Knowledge (any) 4 ranks, logical Implacable: The Smart hero selects a number of Intelligence-based skills equal to 3 + his Intelligence modifier. When making a check with one of these skills, the Smart hero can take 10 even when distracted or under duress. Prerequisites: Knowledge (any) 4 ranks, logical

Intuitive Leap Talent Tree

Engineering Expert Talent Tree

The Smart hero has honed a talent for construction

The Smart heros natural intelligence allows her to compensate for any gaps in her formal education or experience, and to attain insights far beyond those

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TALENT TREE COMPENDIUM which mere study could grant her. Breakthrough: The Smart hero may not always grasp a subject immediately, but when she makes a leap of logic it propels her thinking from then on. Whenever the Smart heros roll on a Knowledge skill check exceeds the DC by 5 or more, she gains a +4 competence bonus to all rolls for that Knowledge skill for the rest of the game session. Factotum: Even if the Smart hero has no formal training in a field of knowledge, she still picks up bits and pieces of information from almost every area of study. The Smart hero can choose to make a Knowledge skill check as if she had ranks in it equal to half her Smart hero level, even if she normally has no ranks in that skill. Brilliant Insight: Once per day, the Smart hero may treat a Knowledge skill check as if her die roll were a natural 20. This ability may only be used with Knowledge skills in which the Smart hero has at least 4 ranks. by one-quarter. Hit the Weak Spot*: The Smart hero knows enough about vehicles to know the best way to damage and disable them. Whether using a weapon or another vehicle, the Smart hero ignores the first 5 points of hardness when attacking a vehicle. Advanced classes exist which may provide the Smart hero with a class ability similar, or identical, to this talent; a Smart hero who already possesses this talent may choose another talent from this talent tree instead.

Precision Talent Tree

Mechanical Aptitude Talent Tree

The Smart hero has a knack for building, repairing and dismantling mechanical devices, especially vehicles. Kickstart: Twice per game session, the Smart hero can change a failed Repair roll into a success by giving the device a whack in frustration. When the Smart hero fails a Repair check that may be re-tried, he may spend 1 move action to give the target device a whack in frustration. As long as the check DC is equal to or less than the Smart heros character level + 20, the whack reverses the failure. If several grades of success are possible, this ability achieves only the lowest possible positive result. This ability cannot be used to change rolls against DC ratings so high the Smart hero never had any chance of succeeding. For example, a Smart hero whose total modifier for a certain Repair roll is +14 cannot use this ability to succeed on a roll where the DC was 40, since even a roll of 20 would have only yielded a 34 (20 + 14), which is still well shy of 40. This talent can be taken multiple times. Each selection allows the Smart hero to use this ability two additional times per day. Quick Craft*: The Smart hero knows how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build an ordinary scratchbuilt item, the Smart hero reduces the building time

The Smart hero has a precise and exact mind, and works efficiently and carefully at anything she does. Eidetic Memory: The Smart hero enjoys a +1 competence bonus to all Knowledge checks and gains a +2 bonus on Spot checks to detect a disguise. If you, as a player, have any questions about an event, such as a persons name or exactly what happened, your Game Master must tell you the details even if you yourself have forgotten them. The Smart hero cannot remember extremely fine details, such as the text of a book left open on a desk, but she can remember the general gist of the book or the topic the passage covered. She always remembers faces, names, and the basic sequence of events. Accurate Attack: The Smart hero can lessen her attacks damage to make a wider, more sweeping attack with a better chance to hit. Subtract a number up to 5 from the Smart heros damage bonus and add the same number to her attack roll. The Smart hero cannot lower her damage bonus below 0 nor more than double her attack bonus. Competency: The Smart hero gains a +2 competence bonus to all rolls for Craft skills, Profession skills or Perform skills in which he has at least 4 ranks. Precise Skills: Choose three skills in which the Smart hero has at least 4 ranks. When the Smart hero takes 20 on a check for one of those skills, it takes half the normal time. Prerequisites: Competency plus one Craft, Knowledge, Perform or Profession skill at 7 ranks or higher

Quick Thinking Talent Tree

Smart heroes with this talent tree are capable of such rapid extrapolations of logic that they gain bonuses on various checks and rolls, thanks to their sharp minds. Keen Reflex: Smart heroes with this talent add their

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TALENT TREE COMPENDIUM Intelligence modifier in addition to any other modifiers that normally apply to all Reflex saving throws. Keenly Skilled: Select one of the skills listed in the following paragraph. The Smart hero adds a bonus equal to his Intelligence modifier in addition to his normal modifiers when making a check with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Bluff, Climb, Diplomacy, Disguise, Drive, Handle Animal, Jump, Perform (any single skill), Pilot, Profession (any single skill), Ride, Sense Motive, Survival, and Swim. Perspicacious Response: Smart heroes with this talent add their Intelligence bonus to their Initiative checks in addition to their Dexterity modifier and any other modifiers that normally apply to Initiative checks. Quick Catch: Whenever someone within 5 feet of the Smart hero is successfully disarmed, the Smart hero can roll a Reflex Save (DC:15) to immediately catch hold of the disarmed weapon, regardless of whether the Smart hero doing the disarming wished to acquire it for his or her self. If two or more Smart heroes with this talent attempt to catch the same weapon, it falls to the ground, where whoever gets to it first can pick it up. Applied Knowledge: When taking this talent, the Smart hero must select one skill (either class or crossclass). That skills relevant ability modifier is replaced by the Smart heros Intelligence modifier, allowing the Smart hero to apply his intellect to even the most physical tasks. Note that any situation that would normally cause the Smart hero to lose his ability bonus to that score does not affect his ability to add his Intelligence modifier to the skill check, unless the situation causes him to lose his Intelligence bonus to skill checks. So, in a situation where the Smart hero might normally be denied his Dexterity bonus to the Pilot skill, he may still use his Intelligence score as the relevant ability for the Pilot skill provided he selected Pilot as the target of this talent. Prerequisites: Competitive edge, expanded knowledge base

Tactical Talent Tree

Skill Enhancement Talent Tree

The Smart hero is one of the most skilled adventurers around, and his ability to apply his knowledge and talents in all situations makes him a valuable addition to the team. Smart heroes with talents from this tree, however, are able to use their skills and manipulate their own abilities to the point where they are not only able but flexible as well. Competitive Edge: When taking this talent, the Smart hero must select one class skill. The Smart heros maximum ranks with that skill are increased by +2. Note that this does not increase the Smart heros actual ranks in the skill, only adding to the number of skill points he may invest in any chosen class skill. Also, ranks in excess of the Smart heros character level+3 are not counted when determining if the Smart hero fulfills the requirements for an Advanced Class or Prestige Class. This talent can be taken multiple times, but only once for any given class skill. Expanded Knowledge Base: The Smart hero gains an additional 2 skill points per level. Prerequisite: Competitive edge

The Smart heros knowledge of tactics profits both herself and her allies. Unit Integrity: When the Smart hero attacks an opponent who stands within 5 feet of herself, she gains a +1 competence bonus for each ally who is within 5 feet of that opponent, up to a maximum of +4. This stacks with any bonus gained from flanking an opponent. Prerequisite: Knowledge (tactics) 5 ranks Tactical Aid*: As a full-round action, the Smart hero provides tactical aid to all of her allies (including herself ) within sight and voice range of her position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half the Smart heros level, rounded down. Prerequisite: Knowledge (tactics) 7 ranks Tactical Expertise*: As a full-round action, the Smart hero can use her tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Smart hero and must be able to understand her. The Smart hero must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. She cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or a dodge bonus to Defense equal to the Smart heros Reputation bonus. The Smart hero chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last

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TALENT TREE COMPENDIUM for 1 round. If the check fails, the Smart heros allies gain no benefit, but the action point is still spent. The Smart hero cannot apply the benefits of this ability to herself. Prerequisite: Knowledge (tactics) 9 ranks Tactical Deception: The Smart hero can lure opponents into making poor decisions in battleeither leaving herself open to attack or drawing on her opponents grasp of the tactical situation to manipulate him. As a standard action, the Smart hero can spend an Action Point to activate this ability against a single foe to whom she has line of sight. Her opponent must also be able to see her. The Smart heros foe attempts a Will save (DC 10 + half the Smart heros character level + the Smart heros Intelligence modifier). If this save fails, the Smart hero chooses one of the following effects: The opponent must charge the Smart hero on the next action if there is a clear path to her. The Smart hero can force an enemy to suffer attacks of opportunity by this means, but otherwise can never compel him to move into immediate jeopardy (over a chasm, through a bonfire, etc.). The Smart hero chooses which of her allies the opponent targets with his next attack. The foe may have to move in order to attack the designated ally. The ally chosen must be either the closest ally or within 30 feet of the opponent. The Smart hero can force an enemy to suffer attacks of opportunity by this means, but otherwise can never compel him to move into immediate jeopardy (over a chasm, through a bonfire, etc.). The opponent suffers a 5 penalty to all Spot and Listen checks against a single ally of the Smart heros choice. Prerequisites: Any other talent from this tree, base attack bonus +6

Bruiser Talent Tree

STRONG HERO TALENTS

* = Modern advanced or prestige classes exist which may provide the Strong hero with a class ability similar, or identical, to this talent; a Strong hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specified as a prerequisite for that talent.

The Strong heros natural strength and aptitude for bare-knuckle fighting give her an advantage when unarmed. Arm Lock: When wrestling, the Strong hero knows how to lock her opponents arm in place to injure him and to prevent him from using a weapon. After the Strong hero has already initiated a grapple and pinned a foe, she may make an opposed grapple check against him. If the Strong hero succeeds, she twists the opponents arm into a painful hold. The opponent automatically takes 1d4 points of damage at the start of the Strong heros turn if she still holds the opponent pinned. In addition, the opponent suffers a 2 circumstance penalty on grapple checks against the Strong hero until the pin ends. Note that the Strong heros Strength bonus and other modifiers do not apply to this damage. Prerequisites: Base attack bonus +1, one talent from either the Brute talent tree or the Extreme Effort talent tree Jab: The Strong hero strikes a quick jab with her off hand, distracting her opponent while following up with a mighty blow from her primary hand. By taking an aid another action with her off hand first, treating it as if it were a light weapon wielded in her off hand, the Strong hero may choose to grant the aid another actions bonus to herself and then resolve the primary attack as normal. The strong hero must spend a fullround action to use this technique. If the Strong hero normally gains more than one attack with her primary hand, she may attack only once at her highest base attack bonus. Prerequisites: Base attack bonus +1, one talent from either the Brute talent tree or the Extreme Effort talent tree Leaping Tackle: By throwing herself into the air, the Strong hero can hammer into an opponent and knock him to the ground, making it easier to use unarmed strikes to pummel him into submission. When charging, the Strong hero may opt to make a Jump check (opposed by the opponents Strength check) in place of an attack. The Strong hero gains a +2 competence bonus on this check. The opponent gains bonuses to his check as if targeted with a bull rush. If the Jump check succeeds, the Strong hero and the opponent fall prone in his space. Prerequisites: Base attack bonus +1, one talent from

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TALENT TREE COMPENDIUM either the Brute talent tree or the Extreme Effort talent tree Low-Down Fighter: The strong hero is adept at fighting while prone, since she has trained relentlessly in wrestling and other forms of unarmed fighting. When prone, the Strong hero threatens the squares immediately adjacent to her, regardless of her reach. The strong hero may make unarmed strikes or trip attacks as her attacks of opportunity while prone, but she may not use other attack types, such as armed strikes or disarm attempts. Prerequisites: Base attack bonus +1, one talent from either the Brute talent tree or the Extreme Effort talent tree load) is doubled. This talent does not stack with the Incredible Lifting talent, but instead replaces it. Prerequisites: Incredible lifting

Foe Hammer Talent Tree

Brute Talent Tree

Strong heroes with these talents are remarkably forceful and powerful in close combat, dominating the battlefield wherever they go. Rough: The Strong hero receives a +1 bonus to all Bull Rush, Grapple and Trip checks. Rowdy: The Strong hero receives an additional +1 bonus to all Bull Rush, Grapple and Trip checks (+2 total). Prerequisite: Rough Brute: The Strong hero receives an additional +1 bonus to all Bull Rush, Grapple and Trip checks (+3 total). Prerequisites: Rough, rowdy

Feats of Strength Talent Tree

The Strong hero can use his brute strength and overwhelming physical advantage to overcome almost any obstacle. The talents in the Feats of Strength Talent Tree allow the Strong hero to gain the most out of his own strength and make him more useful than simply participating in melee combat. Combined Strength: Whenever the Strong hero successfully uses the Aid Another action on a Strength check, he may add his Strength modifier to the targets check result, as opposed to the normal +2 bonus. Incredible Lifting: The Strong hero may spend one action point to use this talent. For one round, the Strong heros lifting capacity (i.e. his maximum heavy load) is multiplied by 1.5. Miraculous Lifting: The Strong hero may spend one action point to use this talent. For one round, the Strong heros lifting capacity (i.e. his maximum heavy

In this Strong heros hands, a bludgeoning weapon is far more than a simple, brutish tool used to pound foes into submission. Whether using a simple club, the butt of a rifle, or an exotic weapon like the threesection-staff, the Strong hero knows how to deliver attacks that maximize the raw force a bludgeoning weapon delivers. Foe Hammer: While he often relies on brute force to maximize the sheer power of a bludgeoning weapon, the Strong heros skill allows him to deliver that force with surprising precision. He may slam a foe in the gut or crack his skull to impair his fighting ability. The Strong hero may use a full-round action to make a single attack with a weapon that inflicts bludgeoning damage at his best base attack bonus. If the Strong hero hits and inflicts damage, his foe must succeed at a Fortitude save (DC 10 + half damage inflicted) or suffer a 2 injury penalty to attacks until the end of his next turn. This ability does not affect creatures immune to critical hits. The benefits of this talent are only gained when the Strong hero is fighting with a bludgeoning weapon that he is proficient with. Prerequisites: Power Attack feat, proficient in at least one bludgeoning weapon Improved Foe Hammer: The Strong hero has learned to land crushing blows to a foes legs or knees, immobilizing him for a brief moment. As a full-round action, the Strong hero may make a single attack with a weapon that inflicts bludgeoning damage at his best base attack bonus. If the Strong hero hits and inflicts damage, the opponent must succeed at a Fortitude save (DC 10 + half damage inflicted) or move at half speed on his next action. This ability does not affect creatures immune to critical hits. The benefits of this talent are only gained when the Strong hero is fighting with a bludgeoning weapon that he is proficient with. Prerequisites: Foe hammer, Power Attack feat, proficient in at least one bludgeoning weapon, base attack +3 Master Foe Hammer: The strong hero specializes in hammering opponents in the gut, leaving them wracked with terrible pain. When the Strong hero scores a critical hit with a weapon that inflicts blud-

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TALENT TREE COMPENDIUM geoning damage, he may choose to give up the bonus (critical) damage to cause the opponent instead to be sickened for a number of rounds equal to the Strong heros Strength bonus. This ability does not affect creatures immune to critical hits. The benefits of this talent are only gained when the Strong hero is fighting with a bludgeoning weapon that he is proficient with. Prerequisites: Foe hammer, Power Attack feat, proficient in at least one bludgeoning weapon, base attack +9 make only one Fortitude saving throw per round to ignore this effect, even if the Strong hero hits that opponent more than once. Prerequisites: Power Attack feat, base attack bonus +3 Greater Power Attack: If the Strong hero takes a 5 or worse penalty to increase her damage via the Power Attack feat, any opponent she hits must succeed at a Reflex save (DC 10 + half the Strong heros character level + the Strong heros Strength modifier) or be knocked prone. A specific target need make only one Reflex saving throw per round to ignore this effect, even if the Strong hero hits that opponent Hurling Talent Tree more than once. Strong heroes with talents from this tree are skilled at Prerequisites: Power Attack feat, base attack bonus utilizing their immense upper body strength to throw +5 objects much farther than other Strong heroes can. Hurl: The maximum range at which the Strong hero can throw objects is increased to seven range incre- Mighty Talent Tree ments. Strong heroes with this talent tree are capable of Great Hurl: The maximum range at which the drawing upon their immense strength to resist adStrong hero can throw objects is increased to ten verse situations and conditions. range increments. Might: Three times per day, the Strong hero with Prerequisite: Hurl this talent can add his Strength modifier as a morale Mighty Hurl: The maximum range at which the bonus to any one saving throw. Strong hero can throw objects is increased to twelve Mighty Fortitude: With this talent, the Strong hero range increments. adds his Strength modifier as a morale bonus to all of Prerequisites: Hurl, great hurl his Fortitude saving throws. This effect is not cumulative with the bonus gained from the Might talent. Prerequisite: Might Melee Brute Talent Tree Mighty Reflexes: With this talent, the Strong hero Strong heroes with these talents rely on their sheer adds his Strength modifier as a morale bonus to all brute strength when engaged in close combat. Reflex saving throws. This effect is not cumulative Power Attack: Provided she fulfills the prerequiwith the bonus gained from the Might talent. sites, the Strong hero receives the Power Attack feat. Prerequisites: Might, mighty fortitude Inflict Massive Damage: Anytime that a target Mighty Will: With this talent, the Strong hero adds makes a Fortitude save against massive damage inhis Strength modifier as a morale bonus to all of his flicted by this Strong heros melee attack, the DC for Will saving throws. This effect is not cumulative with the save is increased by the Strong heros Strength the bonus gained from the Might talent. modifier. Prerequisites: Might, mighty fortitude Holding and Hitting: The Strong hero with this talent gains a +2 bonus to melee attack rolls made against a target that she is grappling. Soldiery Talent Tree Improved Power Attack: If the Strong hero takes Strong heroes with this talent tree have either rea 3 or worse penalty to increase her damage via ceived intensive military training or been born with the Power Attack feat, any opponent she hits must natural aptitudes which would blossom if they pursucceed at a Fortitude save (DC 10 + half the Strong sued a martial calling. heros character level + the Strong heros Strength Haul*: The Strong hero can carry more heavy gear modifier) or suffer a 1 injury penalty to attacks for 1 than the typical soldier. The Strong heros Strength is round. The Strong heros powerful attack leaves her considered 4 points higher for the purpose of deterfoe in terrible, distracting pain. A specific target need mining her carrying capacity.

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TALENT TREE COMPENDIUM Light Sleeper*: The Strong hero is light sleeper and can make Listen checks even while asleep, without penalty. (A sleeping Strong hero normally takes a 10 penalty on Listen checks.) Unhindered*: The Strong hero treats any suit of armor worn as though its armor penalty is 2 better. Prerequisite: Haul Armor Use: The Strong heros total defense bonus when wearing armor is increased one-fourth of his character level (round down). Prerequisites: Haul, unhindered make an opposed grapple check to damage an opponents Constitution score. This is an attack action, just as a normal opposed grapple roll. If the Strong hero wins the opposed roll, the opponent suffers temporary Constitution damage equal to the Strong heros Strength modifier. Prerequisites: Skilled grappler, grip of iron

TOUGH HERO TALENTS

Wrestling Talent Tree

Strong heroes with this talent tree are exceptional wrestlers. They specialize in powerful holds and moves that take advantage of their great physical strength. Skilled Grappler: With this talent, the Strong hero can start a grapple without provoking an attack of opportunity. Furthermore, grappling damage inflicted by the Strong hero is considered lethal, as opposed to non-lethal for normal grappling damage. Mat Techniques: The Strong hero can make a melee attack from the prone position and suffer no penalty on the attack roll. If his attack roll is successful, the Strong hero may regain his feet immediately as a free action.. Disable: Strong heroes with this talent can make an opposed grapple check to disable their opponents limb. If the opposed grapple check succeeds, the Strong hero must choose whether to disable the arm or leg. If the opponents arm is disabled, they suffer a 4 penalty to all attack rolls for 1 round per point of the Strong heros Strength modifier. If the Strong hero disables the opponents leg, the opponents speed in cut in half for the same duration. Tackle: When the Strong hero starts a grapple by charging into an opponent, the Strong hero gains a +4 circumstance bonus to the touch attack made to start the grapple rather than the +2 normally gained from charging. Improved Tackle: When the Strong hero starts a grapple by charging, he gains a +4 circumstance bonus to the first grapple check he makes with the opponent, provided he hits with his charging attack and starts a grapple. Prerequisite: Tackle Punishing Grapple: While grappling, the Strong hero with this talent can spend an Action Point and

* = Modern advanced or prestige classes exist which may provide the Tough hero with a class ability similar, or identical, to this talent; a Tough hero who already possesses this talent may choose another talent from this talent tree instead, or any talent which is specified as a prerequisite for that talent.

Bulletproof Talent Tree

Possessing a talent for survival usually seen only in an action movie, the Tough hero can cheat deathespecially in a gunfightthanks to the following talents. Endure Gunshot: The Tough hero ignores 1 point of ballistic damage. Ballistic Resistance: The Tough hero ignores an amount of ballistic damage equal to her Constitution modifier. Prerequisite: Endure gunshot Improved Ballistic Resistance: This talent doubles the effectiveness of the Tough heros ballistic resistance talent. In other words, the Tough hero may now ignore an amount of ballistic damage equal to twice her Constitution modifier. Prerequisites: Endure gunshot, ballistic resistance Only a Flesh Wound: The Tough hero is better equipped to withstand a gunshot wound. She may add her base Fortitude save to her massive damage threshold against ballistic damage. Damage from other sources is compared to the massive damage threshold normally. Prerequisite: Endure gunshot Now Youve Made Me Angry: Whenever the Tough hero is reduced to below half her normal full hit points; she gains a +2 bonus to attack rolls and damage. This effect lasts until she recovers enough hit points to bring her hit point total back up to half or more of her normal full total. Prerequisites: Any three talents from this tree and/or the Damage Reduction Talent Tree

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TALENT TREE COMPENDIUM

Deaths Door Talent Tree

Though the Tough hero excels at soaking up damage without going down, sometimes even the most talented hero succumbs to the rigors of adventuring life. Tough heroes with talents from this tree have learned to roll with the punches and are extremely hard to kill. In fact, many heroes with these talents seem to reject the notion of death even when a normal man or woman would be killed outright. Linger On: Whenever the Tough hero is reduced to negative hit points, he loses one hit point every other round until stabilized, as opposed to the normal one hit point per round. Cling to Life: The Tough hero is able to sustain more damage than other characters and continues to live on when others would die. The Tough hero is considered to be dying from 1 to 14 hit points, and dead at 15 hit points or lower. Prerequisite: Linger on Stable Status: The Tough hero may spend one action point to use this talent. Whenever the Tough hero is reduced to negative hit points, the expenditure of the action point causes him to stabilize automatically. Prerequisites: Linger on, cling to life

ponent attempting to start Constitution modifier

a grapple, he adds his to the attack roll. Advanced Block Grapple: The Tough hero always gains an attack of opportunity against anyone who attempts to start a grapple against him, including those with feats and abilities that might prevent him from receiving the attack of opportunity, such as Combat Martial Arts, Improved Grab, or the improved grapple talent. The Tough h e ro is still limited to his normal maximum number of attacks of opportunity in a round. Prerequisites: Resist grapple, block grapple Resist Grapple: All grappling damage the Tough hero suffers is reduced by 2 points. Greater Resist Grapple: All grappling damage the character suffers is reduced by 4. This damage reduction replaces that provided by the resist grapple talent. Prerequisite: Resist grapple Advanced Resist Grapple: All grappling damage the character suffers is reduced by 6. This damage reduction replaces that provided by the resist grapple or greater resist grapple talents. Prerequisites: Resist grapple, greater resist grapple

Grappling Resistance Talent Tree

Tough heroes with this talent tree are tough grappling opponents. It is difficult to get a good hold on them and they are seemingly numb to all but the most damaging moves. Block Grapple: Any time the Tough hero makes an attack of opportunity provoked by an op-

The Tough heros body has been toughened by long hours of punishing exercise or labor. Toughened Hands: The Tough hero has spent much of his life carrying heavy objects, handling coarse objects, or both, and his hands are callused

Hardened Talent Tree

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TALENT TREE COMPENDIUM and hardened. Three times per day, when the Tough hero is about to be attacked in melee, but before the attack is rolled, the Tough hero can catch the attack with one or both hands. So long as the Tough hero has at least one hand free, he automatically catches the weapon or unarmed attack. This means the attack automatically hits (and is not rolled, therefore removing the possibility of a critical hit), but the damage is divided by 4 and rounded down (to a minimum of 1)the Tough hero catches the fist, is stabbed through palm, grasps the blade of the sword, etc. Undaunted: The Tough hero has seen a lot of hard knocks, and failure only stokes the fury of his determination. When the Tough hero spends an action point to improve a Constitution-based roll, if the roll still fails, the Tough hero gets that action point back as if it had never been spent. Improved Toughened Hands: When the Tough hero catches an attack with his toughened hands talent (see above), he can try to keep the weapon he was attacked with. If he was attacked with a melee weapon, he can make a free disarm attempt without provoking an attack of opportunity and, if successful, he can choose to automatically retain the weapon for himself, even if he has a weapon in his other hand, so long as both weapons only require one hand. If he was attacked with an unarmed attack, the Tough hero can attempt a free trip or grapple attack against the attacker without provoking an attack of opportunity. Prerequisite: Toughened hands Prerequisites: Magic resistance, improved magic resistance, greater magic resistance

Protector Talent Tree

Magic Resistance Talent Tree

The Tough hero is especially resistant to the effects of mysticism, magic, and FX powers. Obviously, this talent is only available in settings where magic exists. Magic Resistance: Heroes with this talent gain spell resistance equal to their Tough hero class level +6. Improved Magic Resistance: Heroes with this talent gain spell resistance equal to their Tough hero class level +9. Prerequisite: Magic resistance Greater Magic Resistance: Heroes with this talent gain spell resistance equal to their Tough hero class level +12. Prerequisites: Magic resistance, improved magic resistance Supreme Magic Resistance: Heroes with this talent gain spell resistance equal to their Tough hero class level +15.

The Tough hero is skilled at protecting those who need it. Harms Way*: Once per round, if the Tough hero is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), the Tough hero can subject him or herself to the attack in the allys stead. If the attack hits the Tough hero, he or her takes damage normally. If it misses, it also misses the ally. The Tough hero must declare his or her intention to place him or herself in harms way before the attack roll is made. The Tough hero selects his or her ally either prior to combat or immediately after the Tough hero makes his or her initiative check. The Tough hero cant change his or her ally for the duration of the combat. Protective Strike*: While the Tough hero is protecting his ally (see Harms Way, above), any attack against the ally provokes an attack of opportunity from the Tough hero with this talent. Note that this talent does not grant the Tough hero the ability to make more attacks of opportunity in a round than he otherwise could. Prerequisite: Harms way Protective Bonus*: When the Tough hero is defending an ally using the Harms Way talent above, she receives a +1 bonus to her Defense against any attack she intercepts. This talent may be selected multiple times. Each time this talent is selected, the bonus increases by +1 (to a maximum of +4). Prerequisite: Harms way. Defensive Stance: The Tough hero can become a stalwart bastion of defense. In this defensive stance, the Tough hero gains phenomenal strength and durability, but she cannot move from the spot she is defending. She gains the following benefits: +2 Strength +4 Constitution +2 resistance bonus on all saves +4 dodge bonus to Defense While defending, the Tough hero cannot use skills or abilities that would require her to shift her position, such as Move Silently or Jump. A defensive stance lasts for 3 rounds, plus the Tough heros (newly improved) Constitution modifier. The Tough hero may

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TALENT TREE COMPENDIUM end the defense voluntarily prior to this limit. At the end of the defense, the Tough hero is winded and suffers a -2 penalty to Strength for the duration of that encounter. The Tough hero can only take her defensive stance a number of times per day equal to 2 + one quarter of the Tough heros charcater level (rounded down). Taking the stance takes no time itself, but the Tough hero can only do so during her action. Prerequisites: Harms way, protective bonus, base defense bonus +5 or higher Reflex saves. He does not take the penalty to Defense he would receive in a rage. While in a whirling frenzy, the Tough hero may make one extra attack in a round at his highest base attack bonus, but this attack takes a 2 penalty, as do all other attacks made this round. This penalty applies for 1 round, so it also affects any attacks of opportunity the Tough hero might make before his next action. Any time a Tough hero enters a whirling frenzy, it counts as 1 use of his rage ability. It is impossible to enter a rage and a whirling frenzy during the same encounter. Prerequisite: Rage 1/day Rage 2/day: The Tough hero can enter a rage twice per day rather than once. However, the Tough hero can fly into a rage only once per encounter. Prerequisites: Rage 1/day, character level 4 Rage 3/day: The Tough hero can enter a rage three times per day rather than once. However, the Tough hero can fly into a rage only once per encounter. Prerequisites: Rage 2/day, character level 8 Greater Rage: The Tough heros bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to Defense remains at 2. If the Tough hero has the whirling frenzy talent, he bonuses while in a whirling frenzy do not receive these increases. Instead, his bonus to Strength increases to +6, and his dodge bonus to Defense and Reflex saves increases to +3. Prerequisite: Rage 3/day Tireless Rage: The Tough hero no longer becomes fatigued at the end of his rage. Prerequisites: Any other 4 talents from this tree Indomitable Rage: While in a rage, the Tough hero gains a +4 bonus on Will saves to resist mind-affecting abilities. This bonus stacks with all other modifiers, including any morale bonus on Will saves the Tough hero may receive for being in a rage. Prerequisites: Any other 4 talents from this tree

Rage Talent Tree

A terrible wrath broods and seethes within the Tough heros soul, a fury that finds release only in battle. Rage 1/day: The Tough hero can fly into a rage once per day. In a rage, the Tough hero temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a 2 penalty to Defense. The increase in Constitution increases the Tough heros hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, the Tough hero cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has, except those that have a minimum Intelligence score and/or spellcasting or psionic ability (in a campaign featuring magic or psionics) as prerequisites. A fit of rage lasts for a number of rounds equal to 3 + the Tough heros (newly improved) Constitution modifier. The Tough hero may prematurely end his rage. At the end of the rage, the Tough hero loses the rage modifiers and restrictions and becomes fatigued (2 penalty to Strength, 2 penalty to Dexterity, cant charge or run) for the duration of the current encounter. Entering a rage takes no time itself, but the Tough hero can do it only during his action, not in response to someone elses action. Whirling Frenzy: The Tough hero can choose to use his rage ability differently. Instead of gaining the normal bonuses for a rage (described above), the Tough hero temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Defense and on

Survivalist Talent Tree

Heroes with this talent tree are adept at enduring the harsh elements of nature and living off the land. Harsh Weather Endurance: The Tough hero with this talent experiences all temperatures as though they are 10 degrees more favorable to him. For determining the effects of severe weather on the Tough hero, hot weather seems 10 degrees cooler and cold weather seems 10 degrees warmer.

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TALENT TREE COMPENDIUM Improved Harsh Weather Endurance: The Tough hero takes only half damage from hot and cold weather. Prerequisite: Harsh weather endurance Outdoor Skills: Tough heroes with this talent add a bonus equal to their Constitution modifier to these skills when using them in the wilderness: Climb, Swim, and Navigate. Master Survivalist: Tough heroes with this talent add a bonus equal to half their character level to all Survival skill checks. Fasting: The Tough hero is able to go six days without eating before he begins to suffer starvation penalties. Prerequisite: Concentration 4+ ranks Camels Endurance: Tough heroes with this talent can survive on only half as much water as a normal person needs. Prerequisites: Concentration 4+ ranks, fasting

Vigor Talent Tree

Tough heroes with this talent tree are remarkably capable of enduring harmful chemicals and infectious diseases. Vapor Resistance: Tough heroes with this talent gain a +4 bonus to saving throws made against all forms of gas attacks, including strong odors such as those produced by a skunk or walking in a sewer. Toxin Resistance: Tough heroes with this talent gain a +4 bonus to all saving throws made against poison. If the poison is in the form of gas, this bonus does not stack with the bonus from vapor resistance. Prerequisite: Vapor resistance Disease Resistance: Tough heroes with this talent gain a +4 bonus to all saving throws made against disease. Prerequisite: Vapor resistance

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TALENT TREE COMPENDIUM

CONTENTS
INTRODUCTION ................................................................. 1 Talent Trees by Class......................................................... 2 CHARISMATIC HERO TALENTS....................................... 2 1,000 Faces Talent Tree .................................................... 3 Authority Talent Tree........................................................ 3 Information Talent Tree ................................................... 4 Instruction Talent Tree ..................................................... 4 Notoriety Talent Tree........................................................ 5 Privilege Talent Tree.......................................................... 5 Threatening Talent Tree................................................... 6 Weapon Display Talent Tree........................................... 7 Well-Traveled Talent Tree ................................................ 7 DEDICATED HERO TALENTS ........................................... 8 Animal Friendship Talent Tree....................................... 8 Attentive Talent Tree ........................................................ 9 God of Gamblers Talent Tree .......................................11 Diagnosis Talent Tree .....................................................11 Favored Enemy Talent Tree ..........................................12 Lore Talent Tree ................................................................12 Martial Discipline Talent Tree ......................................12 Natural Hunter Talent Tree ...........................................13 Paranoia Talent Tree........................................................13 Sleuth Talent Tree ............................................................14 Weapon of Choice Talent Tree ....................................14 Wilderness Expert Talent Tree .....................................15 FAST HERO TALENTS.......................................................15 Acrobatic Talent Tree......................................................15 Elusive Talent Tree ...........................................................16 Efficiency Talent Tree......................................................16 Instinctive Response Talent Tree................................17 Point Blank Range Talent Tree.....................................17 Speed Wrestling Talent Tree ........................................18 Thug Talent Tree...............................................................18 Unarmed Prodigy Talent Tree......................................19 SMART HERO TALENTS ..................................................20 Business Sense Talent Tree...........................................20 Combat Interaction Talent Tree..................................20 Craft Talent Tree ...............................................................21 Deduction Talent Tree....................................................21 Engineering Expert Talent Tree ..................................22 Intuitive Leap Talent Tree..............................................22 Mechanical Aptitude Talent Tree ...............................23 Precision Talent Tree.......................................................23 Quick Thinking Talent Tree...........................................23 Skill Enhancement Talent Tree....................................24 Tactical Talent Tree ..........................................................24 STRONG HERO TALENTS................................................25 Bruiser Talent Tree ...........................................................25 Brute Talent Tree ..............................................................26 Feats of Strength Talent Tree.......................................26 Foe Hammer Talent Tree ...............................................26 Hurling Talent Tree ..........................................................27 Melee Brute Talent Tree.................................................27 Mighty Talent Tree...........................................................27 Soldiery Talent Tree.........................................................27 Wrestling Talent Tree......................................................28 TOUGH HERO TALENTS..................................................28 Bulletproof Talent Tree ..................................................28 Deaths Door Talent Tree ...............................................29 Grappling Resistance Talent Tree...............................29 Hardened Talent Tree .....................................................29 Magic Resistance Talent Tree.......................................30 Protector Talent Tree ......................................................30 Rage Talent Tree...............................................................31 Survivalist Talent Tree ....................................................31 Vigor Talent Tree ..............................................................32

Talent Tree Compendium is and 2006 Jeremy Forbing. All Rights Reserved. Big Finger Games and the Big Finger Games logo is a trademark owned by Michael Todd. The original purchaser of this electronic product may print copies for his or her own personal use only. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

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TALENT TREE COMPENDIUM

CREDITS
Writer: Jeremy Forbing Layout & Colors: Michael Todd

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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved. 1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the

15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.. Beyond Monks, Copyright 2002, Chainmail Bikini Games, Ltd. Dragon Lords of Melnibone, Copyright 2001, Chaosium, Inc.; Authors Charlie Krank, Lynn Willis, Richard Watts. Modern Players Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan! Spycraft Copyright 2002, 2005, Alderac Entertainment Group, Inc. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc. Mutants & Masterminds Copyright 2002, Green Ronin Publishing. True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson. Wrath & Rage:A Guidebook to Orcs and Half-Orcs, Copyright 2002, Green Ronin Publishing; Author: Jim Bishop. Swords of Our Fathers Copyright 200, The Game Mechanics. 22 Talent Trees Copyright 2003, Bloodstone Press. The Book of Iron Might Copyright 2004 Monte J. Cook.;Author: Mike Mearls Monte Cooks Arcana Unearthed Copyright 2003 Monte J. Cook. Modern Dispatch #1 2004, RPGObjects; Author Charles Rice, Chris Davis Complete Feats, Copyright 2003, The Game Mechanics Inc. Martial Arts Mayhem, Copyright 2003, The Game Mechanics, Inc. Author: Rich Redman Modern: Occult Players Companion Copyright 2004 James Maliszewski. Published by Ronin Arts, www.roninarts.com. Kowloon Gun God, 2004, Modern Kyuujinjouhoushi Contributors Group. Author: Fraser Ronald. Action Hero, 2004, Alternate Realities Publications. Author: Dana Jorgensen. The Quintessential Rogue, Copyright 2002, Mongoose Publishing. Sovereign Stone Campaign Sourcebook Copyright 2001, Sovereign Press, Inc.; Authors Timothy Kidwell, Jamie Chambers, Don Perrin, based on original material by Larry Elmore, Margaret Weis and Tracy Hickman Librum Equitis Vol 1 Copyright 2001, Ambient Inc.; Authors Matthew Jason Parent, Chester Douglas II Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC. Monte Cook Presents: Iron Heroes Copyright 2005 Monte J. Cook. ;Author: Mike Mearls Future Players Companion: Tomorrows Foundation, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, and JD Wiker Cityworks Copyright 2003, Fantasy Flight Publishing, Inc. Darkness & Dread Copyright 2004, Fantasy Flight Publishing, Inc.; Author: Mike Mearls Another 22 Talent Trees Copyright 2004, Bloodstone Press. Capable Hero Specialized Class Copyright 2005, Swords Edge Publishing; Author Fraser Ronald Talent Tree Compendium Copyright 2006, Jeremy Forbing. Published by Big Finger Games

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