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Talents
Aug 2, 2005 22:23:14 GMT -5
Post by Flax on Aug 2, 2005 22:23:14 GMT -5
STRONG HERO TALENT TREES FEATS OF STRENGTHA 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 adds his Strength modifier to the target’s 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 hero’s lifting capacity (i.e. his maximum heavy load) is increased by a factor of 1.5. MIRACULOUS LIFTING The Strong hero may spend one action point to use this talent. For one round, the Strong hero’s lifting capacity (i.e. his maximum heavy load) is doubled. This talent does not stack with the Incredible Lifting talent, but instead replaces it. Prerequisites: Incredible Lifting. HEAVY GRAVITY RESISTANCEThe Strong hero can improve his effectiveness on high-gravity worlds through strenuous exercise performed in a high-gravity environment, building up his tolerance by way of this talent tree. GRAVITY RESISTANCEWhile in a high-gravity environment, the Strong hero can carry ¾ of his normal carrying capacity, and the penalty to Strength checks to lift or move heavy objects and to Strength-based skill checks is reduced to -5. Prerequisite: Extreme Effort. IMPROVED GRAVITY RESISTANCEWhile in a high-gravity environment, the Strong hero’s penalty to Strength checks to lift or move heavy objects and to Strength-based skill checks is reduced to -2, and the penalty on attack rolls is reduced to -1. Prerequisite: Gravity Resistance. STRONG RAGEThe Strong hero is able to channel his anger into destructive energies through this talent tree, making him stronger for a short time. STRONG RAGEA Strong hero with this talent can fly into a rage a certain number of times per day. In a rage, the Strong hero temporarily gains a +4 bonus to Strength, a +2 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the Strong hero’s hit points by 1 point 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.) Entering the rage takes no action but may only be done during the Strong hero’s turn. While raging, a Strong 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. He can use any feat he has except Combat Expertise and similar feats that require concentration. A fit of rage lasts for a number of rounds equal to 3 + the Strong hero’s (newly improved) Constitution modifier. A Strong hero may prematurely end his rage. At the end of the rage, the Strong hero loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. The Strong hero can only use Strong Rage once a day. If a hero has both Strong Rage and Tough Rage he may use them simultaneously, but their benefits do not stack. Instead he takes the best Strength and Constitution bonuses of both talents. Afterwards, the hero is fatigued as normal. If the hero has any of the Improved Rage or Advanced Rage talents they follow the same limitations when used simultaneously. Prerequisite: Extreme Effort, Ignore Hardness, or Melee Smash. IMPROVED STRONG RAGEWhen raging, the Strong hero gains an additional +2 bonus to Strength and Constitution, increasing the total bonuses to a +6 and +4 respectively. This means the Strong hero gains 2 hit points per level when raging. The Strong hero may also rage twice a day. Prerequisite: Strong Rage. ADVANCED STRONG RAGEThe Strong hero may use Strong Rage three times a day. Prerequisite: Improved Strong Rage. THROWING ARMUsing the Strong hero’s raw strength he can hurl objects farther than most using this talent tree. THROWING ARMThe range increment of all weapons thrown by the Strong hero increases by 10 feet, and he receives a +1 bonus to damage with thrown weapons. IMPROVED THROWING ARMThe range increment of all weapons thrown by the Strong hero increases by an additional 10 feet (20 feet total), and he receives an additional +1 bonus to damage (+2 total) with thrown weapons. Prerequisite: Throwing Arm ADVANCED THROWING ARMThe range increment of all weapons thrown by the Strong hero increases by an additional 10 feet (30 feet total), and he receives an additional +1 bonus to damage (+3 total) with thrown weapons. Prerequisite: Improved Throwing Arm
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Talents
Aug 2, 2005 22:59:22 GMT -5
Post by Flax on Aug 2, 2005 22:59:22 GMT -5
FAST HERO TALENT TREES
EFFICIENCY
The Fast hero is not only able to move and react more quickly than other types of heroes, he is also more efficient with his time. The Fast hero learns how to act even when performing numerous other tasks and to accomplish those tasks in the shortest time possible.
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 hero’s round, the Fast hero gains an additional move action to be used at his or 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 hero’s round, the Fast hero gains an additional attack action to be used at his or her discretion. Prerequisites: Surge of Speed, Increased Speed.
FOOTWORK
Using fancy footwork and agility, the Fast hero can avoid certain attacks with this talent tree.
FOOTWORK
The Fast hero may use her Dexterity bonus instead of her Strength bonus to avoid bull rush attacks and when making grapple checks. The Fast hero cannot use this talent when flat-footed or when she would otherwise lose her Dexterity bonus to her Defense.
IMPROVED FOOTWORK
The Fast hero receives a +1 bonus to grapple checks and to ability checks to avoid being disarmed, tripped, or bull rushed. The Fast hero loses this bonus when flat-footed or when she would otherwise lose her Dexterity bonus to her Defense. Prerequisite: Footwork.
ADVANCED FOOTWORK
The Fast hero receives an additional +1 bonus to grapple checks and to ability checks to avoid being disarmed, tripped or bull rushed (+2 total). The Fast hero loses this bonus when flatfooted or when she would otherwise lose her Dexterity bonus to her Defense. Prerequisite: Improved Footwork.
SHARPSHOOTER
The Fast hero has a keen eye and steady hand that allow her to do extra damage with ranged weapons with this talent tree.
SHARPSHOOTER
The Fast hero receives a +1 bonus to damage on ranged attacks.
IMPROVED SHARPSHOOTER
The Fast hero receives an additional +1 bonus to damage on ranged attacks (+2 total). Prerequisite: Sharpshooter.
ADVANCED SHARPSHOOTER
The Fast hero receives an additional +1 bonus to damage on ranged attacks (+3 total). Prerequisite: Improved Sharpshooter.
STARSHIP PILOT
Fast heroes in the future make some of the best starship pilots in the galaxy. Their quick reflexes make them deadly enemies and valuable allies, and every hot hand on the flight stick has at least a few talents from this tree. Almost every starship pilot to earn the distinguished moniker of Ace is a Fast hero, and it shows.
PRECISION SHOT
The Fast hero may forego dealing actual damage with a starship weapon and may instead target a specific ship system. When the Fast hero scores a successful critical hit against another starship while piloting a ship of his own, he may declare the use of this talent; the attack then deals no actual damage, but instead the ship suffers a Damaged System as though the attacking Fast hero had scored a critical hit on the starship. The Fast hero chooses which ship system is damaged.
SNAP MANEUVRES
The Fast hero may spend one action point to use this talent. For the remainder of the round, the Fast hero’s Dexterity modifier is doubled for the purposes of calculating a starship’s Defense score.
IMPOSSIBLE STUNT
The Fast hero may spend one action point to use this talent. When piloting a starship, the Fast hero may move out of a threatened square at the ship’s normal movement rate without provoking an attack of opportunity. If the square is threatened by multiple starships, none of those ships gain attacks of opportunity, but if the ship leaves another threatened square other than the one in which it originated it provokes attacks of opportunity as normal. Any other actions that would normally distract the pilot provoke attacks of opportunity as normal. Prerequisites: Snap Maneuvers
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Talents
Aug 11, 2005 15:25:05 GMT -5
Post by Flax on Aug 11, 2005 15:25:05 GMT -5
TOUGH HERO TALENT TREES DEATH’S DOORThough 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 ONWhenever 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 heroes 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. Prerequisites: 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, he stabilizes automatically. Prerequisites: Linger On, Cling to Life TOUGH RAGEThe Tough hero is able to channel his anger into destructive energies through this talent tree. TOUGH RAGEA Tough hero with this talent can fly into a rage a certain number of times per day. In a rage, the Tough hero temporarily gains a +2 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Tough hero’s 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.) Entering the rage takes no action but may only be done during the Tough hero’s turn. While raging, a 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. He can use any feat he has except Combat Expertise. A fit of rage lasts for a number of rounds equal to 3 + the Tough hero’s (newly improved) Constitution modifier. A 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, can’t charge or run) for the duration of the current encounter. The Tough hero can only rage once a day. If a hero has both Strong Rage and Tough Rage, he may use them simultaneously, but their benefits do not stack. Instead, he takes the best Strength and Constitution bonuses of both talents. Afterwards, the hero is fatigued as normal. If the hero has any of the Improved Rage or Advanced Rage talents they follow the same limitations when used simultaneously. Prerequisite: Damage Reduction, Remain Conscious, or Robust. IMPROVED TOUGH RAGEWhen raging, the Tough hero gains an additional +2 bonus to Strength and Constitution, increasing the total bonuses to a +4 bonus to Strength and +6 bonus to Constitution. This means the Strong hero gains 3 hit points per level when raging. The Tough hero may also rage twice a day. Prerequisite: Tough Rage. ADVANCED TOUGH RAGEThe Tough hero may rage three times a day. Prerequisite: Improved Tough Rage RADIATION RESISTANCEThe Tough hero is highly resistant to radiation thanks to this talent tree. RADIATION RESISTANCEWhen the Tough hero takes Constitution damage from radiation sickness, the damage is reduced by 1, and the Tough hero receives a +1 bonus to Fortitude saves against radiation. IMPROVED RADIATION RESISTANCEWhen the Tough hero takes Constitution damage from radiation sickness, the damage is reduced by an additional 1 point (2 total), and the Tough hero receives an additional +1 bonus (+2 total) to Fortitude saves against radiation. Prerequisite: Radiation Resistance ADVANCED RADIATION RESISTANCEWhen the Tough hero takes Constitution damage from radiation sickness, the damage is reduced by an additional 1 point (3 total), and the Tough hero receives an additional +1 bonus (+3 total) to Fortitude saves against radiation. Prerequisite: Improved Radiation Resistance
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Talents
Aug 11, 2005 15:30:52 GMT -5
Post by Flax on Aug 11, 2005 15:30:52 GMT -5
SMART HERO TALENT TREES
INVESTIGATION
The Smart hero is adept at finding information, clues, and evidence using this talent tree.
PERCEPTIVE
The Smart hero receives a bonus to his Investigate, Research, and Search skill checks equal to half his Smart level, rounded down. Prerequisite: One talent from the Research talent tree.
NOTICE
When the Smart hero passes within 5 feet of a hidden object relevant to an active investigation, such as a secret door or concealed weapon, the Smart hero may make a Search check as if he were actively looking for the item. Prerequisite: Perceptive
NAVIGATION
The Smart hero is an expert at finding shortcuts and avoiding threats in transit by way of this talent tree.
PLOT THE COURSE
When making a Navigate skill check, if the Smart hero succeeds by five or more, the travel time for that journey is reduced by ¼. This talent may only be used once for a given journey.
SAFE PASSAGE
When traveling a route planned by the Smart hero, the pilots or drivers of vehicles on said route receive a bonus to their Pilot or Drive skill checks to avoid natural threats encountered on the trip equal to half the Smart hero’s Smart level, rounded down. This bonus applies to avalanches, drop offs, asteroids, and similar natural hazards but does not apply to manmade threats such as traps.
ALERT PASSAGE
When traveling a route planned by the Smart hero, the pilots or drivers of vehicles on said route receive a bonus to Spot and Listen checks to avoid being surprised equal to half the Smart hero’s Smart level, rounded down.
SCHOLAR
The Smart hero has developed a wide base of knowledge about a great many subjects thanks to this talent tree.
WORLD KNOWLEDGE
A Smart hero may make a special world knowledge check to see whether he knows some relevant information about local notable people, important objects, or noteworthy places on a specific planet. The planet is chosen when this talent is selected (usually the Smart hero’s home planet). The Smart hero gets a bonus to the roll equal to his Smart hero level + his Intelligence modifier. If the Smart hero has 5 or more ranks in Knowledge (current events), Knowledge (history), or any other Knowledge sub-skill related to the particular check, he gains a +2 bonus to the roll. A Smart hero may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DC of the check depends on the type of knowledge sought.
SECTOR KNOWLEDGE
The Smart hero can make a world knowledge check concerning knowledge of a number of different worlds equal to his Intelligence bonus. These worlds must be selected when this talent is taken. Prerequisite: World Knowledge.
IMPROVED WORLD KNOWLEDGE
The Smart hero receives a +5 bonus when making world knowledge checks. Prerequisite: World Knowledge.
IMPROVED SECTOR KNOWLEDGE
The Smart hero can make a world knowledge check concerning knowledge of a number of different worlds equal to twice his Intelligence bonus. These worlds must be selected when this feat is taken. Prerequisite: Sector Knowledge
SKILL ENHANCEMENT
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 hero’s maximum ranks with that skill are increased by +2. Note that this does not increase the Smart hero’s actual ranks in the skill, only adding to the number of skill points he may invest in any chosen class skill. 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. Prerequisites: Competitive Edge.
APPLIED KNOWLEDGE
When taking this talent, the Smart hero must select one skill (either class or cross-class). That skill’s relevant ability modifier is replaced by the Smart hero’s 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 a 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.
XENO-TECH
This tree helps a Smart hero puzzle out the purpose, use, and creators of alien artifacts.
IDENTIFY ALIEN TECHNOLOGY
By spending a move action and observing a piece of alien technology in use, the Smart hero may make an Intelligence check (DC 10+ the device’s progress level) to determine the abilities of the device. This Intelligence check enjoys a bonus equal to the Smart hero’s Smart levels. If successful, the Smart hero knows the observed abilities of the item, such as damage and range increment for weapons or speed for vehicles.
UTILIZE ALIEN TECHNOLOGY
By spending an action point and ten minutes investigating a piece of alien technology, the Smart hero can attempt to figure out how to operate the basic functions of the alien device. This requires an Intelligence check against the DC listed on the table below, and a separate check is required for each device. The Smart hero receives a bonus to this check equal to his Smart hero level. If successful, the Smart hero can use the basic functions of the device—such as driving a vehicle or firing a weapon—without the normal penalties associated with using a device of a higher progress level than the Smart hero is familiar with. The Smart hero still suffers from any other penalties due to not having the proper feats to use the item, such as a lack of proficiency with a particular weapon class. The Smart hero must know what the device does before using this Talent and can gather this information from a Knowledge (Technology) skill check or another source, such as an instruction manual or technical schematic.
Type of Object DC:
Device of same or lower 10 progress level as Smart hero’s culture
Device 1 progress level above 15 the Smart hero’s culture
Device 2 progress levels above 20 the Smart hero’s culture
Device 3+ progress levels 25 above the Smart hero’s culture
Device has an unusual interface, +5 such as mental controls
Device is particularly complex +5
Device is Large size +2
Device is Huge size +4
Device is Gargantuan size +6
Device is Colossal size +8
Prerequisite: Identify Alien Technology
REPAIR ALIEN TECHNOLOGY
By spending an action point and ten minutes examining the damage to an alien device, the Smart hero can attempt to repair technology he barely understands. This requires an Intelligence check against the same DC as using the Utilize Alien Technology talent. A separate check is required for each device. The Smart hero receives a bonus to this check equal to his Smart hero level. If successful the Smart hero can use Computers, Craft, and Repair skills without any penalty due to the device being of a higher progress level than the Smart hero is familiar with. This effect lasts for 24 hours or a single repair attempt, whichever is shorter. As with any repair attempt, the GM may determine that some devices are irreparably damaged. Prerequisite: Utilize Alien Technology
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Talents
Aug 11, 2005 15:35:08 GMT -5
Post by Flax on Aug 11, 2005 15:35:08 GMT -5
DEDICATED HERO TALENT TREES
STARHOPPER
Since the Dedicated hero is the adventurer most likely to get her hands dirty in any situation, it is no surprise that, once mankind takes to the stars, it is the Dedicated heroes who first beat a worn path through the stars. Most Dedicated heroes with talents from this tree are well traveled in the space lanes and find themselves at home almost anywhere.
BACKUP CASH
Whenever the chips are down, the Dedicated hero is always able to conjure up just enough money to get by. Whenever the Dedicated hero’s Wealth bonus is +5 or less, she may gain a +4 bonus to one Wealth check. If she elects to do so, once the purchase is complete she loses one additional Wealth point; this Wealth loss is in addition to any reduction in Wealth that would normally result from the purchase.
FRINGE BENEFITS
The Dedicated hero knows his way around the outer edges of space and can turn even the dustiest border town into a palatial resort. Whenever the Dedicated hero purchases any lifestyle items (including meals, lodging, and entertainment items) the purchase DC for that item drops by –4, to a minimum of 1. Thus, a meal at an upscale restaurant (normally DC 7) can be purchased at a DC 3 price.
NEVER LOST
When making a Navigate check to plot a course of travel through space, the Dedicated hero may add her Dedicated class level to the check. Additionally, whenever she fails a Navigate check by more than 5 (and thus becomes lost), she automatically finds her way, though the trip still takes twice as long. However, Gamemasters may wish to rule that characters in unknown or frontier space may not make use of this talent due to their unfamiliarity with the area.
SURVIVAL
The Dedicated hero’s determination allows her to survive in alien environments and encounter alien creatures with little difficulty thanks to this talent tree.
SURVIVAL TRAINING
The Dedicated hero receives a bonus to her Survival skill equal to her Dedicated level.
DEFENSE TRAINING
After 1 round of combat the Dedicated hero can designate one opponent to keep an eye on and stay alert of their actions. The Dedicated hero uses a move action and makes a Wisdom check (DC 15), with a bonus equal to her Dedicated level. If the check succeeds, for the rest of the combat, the Dedicated hero adds her Wisdom bonus instead of her Dexterity bonus to her Defense against that one opponent. The Dedicated hero may use this talent against other opponents in the same combat, but it is only effective against the last opponent against whom it is used. Prerequisite: Survival Training, any talent from the Insightful talent tree.
IMPROVED DEFENSE TRAINING
This talent acts like Defense Training, but the Dedicated hero uses her Wisdom bonus against all attacks in a single combat instead of against a single opponent. Prerequisite: Defense Training
SURVIVAL SAVE
By spending an action point the Dedicated hero gains a bonus to Fortitude saves equal to her Dedicated level to resist natural, environmental threats, such as severe weather or the effects of starvation and dehydration. Prerequisite: Survival Training
SWORN ENEMY
The Dedicated hero has spent her life fighting a specific group or type of creature and has developed special insights because of this experience as represented by this talent tree.
SWORN ENEMY
The Dedicated hero may select a type of creature from among those listed below. If the Dedicated hero chooses humanoid as a sworn enemy, she must also choose an associated subtype, as indicated on the table. Alternatively, the Dedicated hero may choose creatures that have specific features or templates, such as cyborgs or mutants, as her sworn enemy. Such choices must be approved by the GM. Other choices may be approved by the GM. A Dedicated hero may not select her own species as her sworn enemy, but she may select a certain group or organization that includes members of her own species. For example, a human Dedicated hero may select the Zaon Imperium or the Corporate Alliance as her sworn enemy. Against her sworn enemy, the Dedicated hero gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks. Likewise, she gets a +2 bonus on weapon damage Rolls against them. This talent may be selected more than once. Its effects do not stack. Each time it is selected, a new sworn enemy is chosen.
Sworn Enemy Options:
Aberration Animal Cyborg Humanoid (Human Group/Faction) Mutants Plant Robot Vermin
IMPROVED SWORN ENEMY
The bonuses the Dedicated hero receives from the Sworn Enemy talent increase to +4. This only applies to one type of creature if the Sworn Enemy talent has been taken multiple times. Prerequisite: Sworn Enemy.
ADVANCED SWORN ENEMY
The bonuses the Dedicated hero receives from the Sworn Enemy talent increase to +6. This only applies to one type of creature if the Sworn Enemy talent has been taken multiple times. Prerequisite: Improved Sworn Enemy.
TREATMENT
The Dedicated hero is skilled in advanced medical treatment through this talent tree.
REVIVE
The Dedicated hero receives a bonus to Treat Injury checks equal to her Dedicated level when reviving dazed, stunned, or unconscious characters. Prerequisite: Healing Knack.
IMPROVED REVIVE
The Dedicated hero may revive dazed, stunned or unconscious characters as a move action instead of an attack action. Prerequisite: Revive.
TREAT DISEASE
When treating the effects of disease (including radiation sickness) or poison, the Dedicated hero receives a bonus to her Treat Injury skill equal to her Dedicated level. Prerequisite: Revive.
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Talents
Aug 11, 2005 15:38:23 GMT -5
Post by Flax on Aug 11, 2005 15:38:23 GMT -5
CHARISMATIC HERO TALENT TREE
ANIMAL HUSBANDRY
The Charismatic hero has a special gift for dealing with animals thanks to this talent tree.
ANIMAL TOUCH
The Charismatic hero receives a bonus equal to half his Charismatic level to Ride and Handle Animal skills.
WILD EMPATHY
The Charismatic hero can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Charismatic hero rolls 1d20 and adds his Charismatic level 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 Charismatic 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. Prerequisite: Animal Touch.
IMPROVED WILD EMPATHY
The Charismatic hero adds double his Charismatic level to his Wild Empathy check. Prerequisite: Wild Empathy.
COMMAND
With this talent tree, the Charismatic hero is trained to keep people organized, even in combat.
COMMAND
When commanding soldiers or other members of an organized group that are under your leadership, you gain a bonus to all Charisma-based skill checks involving these soldiers equal to your Charismatic level.
RALLY
By spending a full round action and making a Charisma check (DC 10), the Charismatic hero can rally troops who are shaken. All allied characters within 30 feet of the hero are no longer shaken. The Charismatic Hero receives a bonus equal to his Charismatic level to the Charisma check. Prerequisite: Command.
IMPROVED RALLY
By spending a full round action and making a Charisma check (DC 15), the Charismatic hero can rally troops who are panicked. All allied characters within 30 feet of the hero who are panicked become shaken, and those characters already shaken are no longer shaken. The Charismatic Hero receives a bonus equal to his Charismatic level to the Charisma check. Prerequisite: Rally.
ADVANCED RALLY
By spending a full round action and making a Charisma check (DC 20) the Charismatic hero can rally troops who are cowering. All allied characters within 30 feet of the hero who are cowering become shaken, while allies already panicked or shaken are no longer panicked or shaken. The Charismatic Hero receives a bonus equal to his Charismatic level to the Charisma check. Prerequisite: Improved Rally.
DIPLOMATIC
The Charismatic hero can overcome linguistic barriers and cultural rules in order to carry out delicate diplomatic negotiations with this talent tree.
DIPLOMATIC TONGUE
When running a diplomatic negotiation, such as finalizing a trade contract or organizing a ceasefire between warring factions, the Charismatic hero receives a bonus to all Charisma-based skills equal to his Charismatic level.
UNIVERSAL COMMUNICATION
When dealing with intelligent creatures with which the Charismatic hero shares no common language, the Charismatic hero may make a Charisma check (DC 15) to which he receives a bonus equal to his Charismatic level. If successful, the Charismatic hero can engage in crude communication with the creatures. Generally, a single “sentence” using this talent takes a full action and can be no more than six words long. Charisma-based skills employed while using this talent suffer a -2 circumstance penalty.
IMPROVED UNIVERSAL COMMUNICATION
The Charismatic hero suffers no penalty to his Charisma-based skills when dealing with beings with whom he does not share a common tongue. His empathic hand motions and bright smile are enough. Prerequisite: Universal Communication.
CULTURAL GRASP
The Charismatic hero is an expert at apologizing, be it for unknowingly insulting an important person or for using the wrong fork at a ceremonial feast. In such situations the Charismatic hero can make a Charisma check against a DC listed on the table below, receiving a bonus equal to his Charismatic level. If successful, the social faux pas is forgiven. If not, the Charismatic hero must find another way out of the situation.
Social Faux Pas DC:
Common mistake. 10 Using the wrong fork
Uncommon mistake. 15 Not raising a glass to toast the party host
Insulting mistake. 20 Disrespecting a local leader
Suicidal mistake. 30 Disparaging a sacred custom
MERCANTILE
The Charismatic hero is well skilled in the arts of negotiation through this talent tree.
BARGAIN MASTERY
The Charismatic hero receives a bonus on all Charisma-based skill checks when carrying out a mercantile discussion, such as bartering trade goods or trying to haggle down the cost of an item. The bonus is equal to the Charismatic hero’s Charismatic level.
IMPROVED BARGAIN MASTERY
The Charismatic hero’s bargaining skills are such that the purchase DCs of all items are reduced by one when he interacts face-to-face with the seller. Also, when selling an item the Charismatic hero’s Wealth bonus increases by +1 in addition to the increase normally gained from selling the item. Prerequisite: Bargain Mastery.
ADVANCED BARGAIN MASTERY
The Charismatic hero’s bargaining skills are such that the purchase DCs of all items he purchases are reduced by the Charismatic hero’s Charisma bonus when he interacts face-to-face with the seller. Prerequisite: Improved Mastery.
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Talents
Aug 29, 2005 22:30:20 GMT -5
Post by Flax on Aug 29, 2005 22:30:20 GMT -5
*Place Holder*
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Talents
Aug 29, 2005 22:34:44 GMT -5
Post by Flax on Aug 29, 2005 22:34:44 GMT -5
Added 1 STRONG HERO TALENT TREE (Feats of strength) and 2 FAST HERO TALENT TREES (Efficiency and Starship pilot)
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Talents
Oct 24, 2005 20:33:28 GMT -5
Post by Flax on Oct 24, 2005 20:33:28 GMT -5
Added 1 TOUGH HERO TALENT TREE (Death's Door)
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Talents
Oct 26, 2005 18:28:41 GMT -5
Post by Flax on Oct 26, 2005 18:28:41 GMT -5
Added 1 SMART HERO TALENT TREE (Skill Enhancement) and 1 DEDICATED HERO TALENT TREE (Starhopper)
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