Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Talents

Talents are special abilities that are the equivalent of class features in other games. You gain one talent at 1st level, and every odd level thereafter. You must qualify for a given talent tree in order to be able to take a talent in it.
1463678985

Edited 1464218235
COMBAT TALENT TREES Weapon Mastery Talent Tree Those who prefer using specific melee weapons will find that focusing and working to mastering a specific set of weapons can be both practical and deadly. Weapon Training: Choose a weapon group that you are proficient with. You gain an advantage whenever you are using a weapon of said weapon group. Type: Passive. Special: You can gain this talent multiple times, applying it to a different weapon each time. Accuracy Focus: Choose a melee weapon group that you chose for the Weapon Training talent. When using that weapon, you gain a +2 focus bonus to your attack roll. Prerequisite: Talents: Weapon Training. Type: Passive . Special: You can gain this talent multiple times, applying it to a different weapon group each time. Damage Focus: Choose a weapon group that you chose for the Weapon Training talent; You roll an additional damage die when using a weapon in this group (Ex. Weapon deals damage in d4s, you gain an additional d4 worth of damage). Special: Y ou can gain this talent multiple times, applying it to a different weapon group each time. Type: Passive. Prerequisite: Talents: Weapon Training Skills : Melee, Brawl, or Ranged Attack Skill of +2 Special: You can gain this talent multiple times, applying it to a different weapon group each time. Critical Focus: Choose a weapon group that you chose for the Weapon Training talent; The Critical Hit Range doubles for that weapon. Prerequisite: Talents:  Weapon Training . Type: Passive. Special: You can gain this talent multiple times, applying it to a different weapon group each time. Greater Accuracy: Choose a weapon group that you chose for the Accuracy Focus talent. You may spend a swift action to increase your focus bonus from a +2 to a +4 for a single attack. Prerequisite: Talents: Weapon Training and Accuracy Focus. Skills: Melee, Brawl, or Ranged Attack Skill of +2. Type: Active, Spend a Swift Action to use. Special: You can gain this talent multiple times, applying it to a different weapon group each time. Critical Damage: Choose a weapon group that you chose for both the Critical Focus and Damage Focus Talents; On a critical hit, one damage die automatically deals maximum damage. Prerequisite: Talents: Weapon Training, Damage Focus, and Critical Focus. Skills: Melee, Brawl, or Ranged Attack Skill of +5 Type: Passive. Special: You can gain this talent multiple times, applying it to a different weapon group each time. Weapon Mastery: Choose a weapon group that you chose for both the Greater Accuracy and the Critical Damage Talents; Whenever you activate your Greater Accuracy ability, the weapon deals an additional die of damage (This stacks with the Damage Focus talent). If the attack is a critical hit, then the damage of an additional die is maximized (This stacks with the Critical Damage Talent) Prerequisite: Talents: Weapon Training, Accuracy Focus, Greater Accuracy, Damage Focus, and Critical Focus. Skills: Melee, Brawl, or Ranged Attack Skill of +7 Type: Passive. (Improves an active ability granted by a previous talent in the tree) Special: You can gain this talent multiple times, applying it to a different weapon group each time.
THIEVERY TALENT TREES Sneak Attack Talent Tree A tricky rouge is a master of taking advantage of an opponent in a tough situation, allowing him to deal extra damage if his target is off guard. Sneak Attack: Whenever an opponent is distracted or flanked, you may roll 2 extra damage dice on a single attack by striking a vital spot with a weapon you are proficient with. If using a ranged weapon, you must be within 30 feet of your target. This counts as precision damage. Type: Active — Swift Action. Prerequisites: Abilities: Agility 13+ Ranged Sneak Attack: The range at which you can use a ranged sneak attack has increased to 60 feet. Type: Passive Prerequisite: Abilities: Agility 13+, Talents: Sneak Attack, Skills: Ranged 3+ Improved Sneak Attack: Your sneak attack deals an extra 3 dice worth of damage instead of 2. Type: Passive. Prerequisite: Abilities: Agility 13+, Talents: Sneak Attack, Skills: Melee, Ranged, or Brawl 5+ Death Attack: If your sneak attack roll exceeds your target’s reflex defense by 5 or more, the attack counts as a critical hit. Type: Passive . Prerequisite: Abilities: Agility 17+, Talents: Sneak Attack, Improved Sneak Attack  Skills: Melee, Ranged, or Brawl 7+ Crippling Sneak Attack: WIP
1463679779

Edited 1464034846
MAGICAL TALENT TREES _____________________________ Improved Spellcasting Talent Tree: As Magic Users become more skilled, they find ways to improve their magical abilities. Improved Focus: When using your Focus to cast a spell, you gain an advantage on Magic checks. Type: Passive  Prerequisite: Feats: Magical Blood. Eliminate Focus: You do not need a focus in order to cast spells. Casting a spell this way is less efficient than normal, and as such it requires more mana. Therefore, casting a spell without a focus costs an additional 10 mana per spell level. (So, casting a spell within domains you know will cost 20 x spell level, while it becomes 30 x spell level for spells outside your domain, or 40 x spell level if in an opposing domain.) Type: Passive. Prerequisite: Feats: Magical Blood. Talents: Improved Focus. Skills: Magic Attack Skill of +2 or Greater Normal: Without this talent, you wouldn’t be able to cast spells at all without your focus. Efficient Spell-casting: You have learned how to cast spells with as little mana required as possible. All spells cast now cost 1/2 their original mana cost. (A spell in your domain is cost 50% mana, while a spell outside your domain costs 100% mana instead of 200%, and opposing domains cost 150% instead of 300%.) Prerequisites: Feats: Magical Blood, Talents: Eliminate Focus, Skills: Magic Attack Skill of +5 or Greater. Normal: Without this Talent, all spells cost their standard total mana cost. Silent Spell: You can cast any spell without having to speak. Type: Passive Prerequisite: Feats: Magical Blood, Skills: Magic Attack Skill of +2 or Greater, Ability Scores: Casting Ability of 15+. Normal: Without this talent, you must be able to speak in order to cast spells. Still Spell: You can cast any spell without having to gesture. Type: Passive Prerequisites: Feats: Magical Blood, Skills: Magic Attack Skill of +2 or Greater, Ability Scores: Casting Ability of 15+. Normal: Without this talent, you must be able to gesture with one free hand in order to cast spells. Living Battery: You have learned how to store excess mana within your own body. You may store an amount of mana equal to (10 x Constitution Score) in your body. However doing so is dangerous, for it puts you at risk of exploding. Whenever someone deals damage to your wound points, you must make a Toughness Check (DC 10 +1 per point of damage taken, Fail: Take 1d6 Damage. Success negates.) or else a portion of mana escapes from your body in an explosive manner. Prerequisite: Feats: Magical Blood, Skills: Magic Attack Skill of +2 or Greater. Normal: Without this Talent, you cannot store Mana within your own body. Quickened Spell: When casting a spell, you may spend an extra 20 mana to decrease the casting time of a spell by one step. This ability is not effected by Efficient Spell-Casting. Type: Active—Declared, no action taken. Prerequisite: Feats: Magical Blood, Talents: Eliminate Focus, Efficient Spell-casting. Skills: Magic Attack Skill of +5 or Greater, Ability Scores: Casting Ability of 15+. _____________________ Meta-Magic Talent Tree: Many magic users discover abilities that make their spells more effective than normal. Such abilities typically cost additional mana to use. Maximize Spell: Your spell has the maximum possible effect. When this talent is used on a spell, any variable numeric effects are automatically maximized. Type: Active — Declared, +3 to spell level. Shape Spell: You can shape an AOE spell to fit a given shape of your choice. Type: Active — Declared, +1 to spell level. Long Range Spell: You can increase the Range of a spell by 1 step. Type: Active — Declared, +2 to spell level for each increase. Special: You can take this talent multiple times. Each time you do so, it allows you to increase the range of any spell cast by 1 additional step. Widen Spell: You can double the area of an AOE spell. Type: Active — Declared, +1 to spell level for each increase. Special: You can take this talent multiple times. Each time you do so, it allows you to increase the area of the spell by an additional factor of 1.