suburbaknght
First Post
Here are some new Talents I wrote, just in time for the new year. Enjoy and have a great new year.
Strong
Sustained Strength Talent Tree
Strong Back: Your carrying capacity is increased as if your strength were 3 points higher.
Extreme Effort Talent Tree
Frenzy: The Strong hero gains the ability to spend an action point in order to focus his inner strength in a frenzy of berserk energy. In this frenzied state, he temporarily gains +2 to strength and +2 to Dexterity. His speed increases by 10 feet, and he can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a –2 penalty on every attack (including any attacks of opportunity until his turn next round).
While in a frenzy, a Strong hero cannot use skills that require patience or concentration, such as moving silently, casting spells, or manifesting powers. He can use any feat he might have except for Combat Expertise. A frenzy lasts a number of rounds equal to 3 + the Strong hero’s (new) Strength modifier. The Strong hero may end prematurely end the frenzy voluntarily. At the end of the frenzy, the Strong hero is fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for the duration of that encounter. The Strong hero can only enter a frenzy once per encounter.
Entering a frenzy takes no time itself, but the Strong hero can only enter it on his action, not in response to someone else’s action.
Prerequisite: Extreme Effort.
Fast
Defensive Talent Tree
Duck and Weave: The Fast hero gains the ability to duck and weave as she moves through a combat zone to make it hard for anyone with a ranged weapon to take aim on her. If the Fast hero moves at least 35 feet per round she gains a +2 dodge bonus to Defense against ranged attacks for the next round.
Prerequisites: Evasion, Increased Speed.
Thrown Talent Tree
Throw Anything: The Fast hero gains the ability to throw any object size category Medium and weighing 5 lbs or less without penalty. Larger and heavier objects can be thrown, but each increased size category or 5 lbs. of weight imposes a –1 circumstance penalty on the attack roll. Use the chart on page 109 as a guide to damage. All objects have a range increment of 10 feet. Objects more two or more size categories larger than the Fast hero, or that weigh more than ½ her light load, cannot be thrown.
Thrown Expertise: The range increment for all thrown weapons increases to 15 feet. If the Fast Hero has Far Shot the range increment increases to 25 feet.
Prerequisites: Throw Anything.
Tough
Unbreakable Talent Tree
Drink Like a Demon: The Tough hero gains the ability to resist the debilitating effects of alcohol much better than most people. The Tough hero must consume double the normal amount of alcohol (two drinks for every one drink) to have any effect on him. This also gives him a +1 bonus on Fortitude saves against ingested poisons. At the GM’s discretion the Tough hero may receive a bonus against narcotics, hallucinogenics, or other drugs.
Prerequisites: Remain Conscious
Rage: The Tough hero gains the ability to spend an action point in order to fly into a screaming bloody frenzy. In a rage, a tough hero gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 to Strength, +4 to Constitution, and, +2 morale bonus on Will saves, but suffers a –2 penalty to Defense.
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 the Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, page 142) While raging, a Tough hero cannot use skills or abilities that require patience and concentration, such as moving silently, casting spells, or manifesting powers. He can use any feat he might have except for Combat Expertise. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. The Tough hero may prematurely end the rage voluntarily. At the end of the rage, the Tough hero is fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for the duration of the encounter. The Tough hero can only fly into a rage once per encounter.
Entering a rage takes no time itself, but the Tough hero can only do it during his action, not in response to somebody else’s action. A tough hero can’t, for example, fly into a rage when struck down by a bullet in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the bullet struck.
Prerequisites: Robust, Second Wind.
Greater Rage: The Tough hero’s rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (the Defense penalty remains at –2.) When the character gains his 10th level of Tough hero he is no longer winded after raging.
Prerequisites: Rage, Robust, Second Wind.
Smart
Research Talent Tree
Knowledgeable: The Smart Hero has spent time and effort studying a particular skill. If the Smart hero has four ranks in the relevant Knowledge the skill becomes a class skill for the current and any future levels of Smart Hero he takes, and he may use his Intelligence modifier instead of the normal modifier.
Art: Disguise, Perform (Any)
Behavioral Sciences: Bluff, Concentration, Diplomacy, Sense Motive
Business: Profession
Earth and Life Sciences: Handle Animal, Survival, Treat Injury
Physical Sciences: Drive, Pilot
Streetwise: Gamble, Gather Information
Tactics: Intimidate
Prerequisites: Research, 4 ranks in the appropriate skill.
Dedicated
Drive Talent Tree
Indefatigable: The Dedicated Hero cannot be turned from her cause, no matter how much she might want to. By making a Willpower save (DC 15) the Dedicated hero may remove the fatigued condition or go from being exhausted to being fatigued. After the encounter if the Dedicated hero was originally fatigued she becomes exhausted, and if originally exhausted she falls unconscious; this condition lasts eight hours or until removed in a manner deemed appropriate by the GM. This ability is usable once per day.
Unstoppable: The Dedicated Hero has a mission that is as important to her as her own life. She may make a Willpower save instead of a Fortitude save on Massive Damage checks.
Prerequisites: Indefatigable.
Insightful Talent Tree
True Faith: Once per day the Dedicated Hero may make a Turning Check against Undead, Magical Beasts, or Outsiders as if she had a number of Acolyte levels equal to her Dedicated hero levels.
Prerequisites: Skill Emphasis, Faith.
Charismatic
Secret Talent Tree
Secret Skill: Choose a non-class skill. This skill is always considered a class skill for you.
Secret Ability: You gain a talent from another class. You must qualify the talent. If the talent scales with levels in that class (i.e. Savant is dependent upon your levels of Smart hero) you use your Charismatic levels instead.
Prerequisite: Secret Skill
Secret Identity: You gain a second occupation, including all the benefits of new class skills, feats, wealth, and reputation. If you select a “permanent class skill” that is also a Charismatic skill or one that is a “permanent class skill” because of your previous occupation you gain a +1 bonus to that skill.
Prerequisite: Secret Skill.
Strong
Sustained Strength Talent Tree
Strong Back: Your carrying capacity is increased as if your strength were 3 points higher.
Extreme Effort Talent Tree
Frenzy: The Strong hero gains the ability to spend an action point in order to focus his inner strength in a frenzy of berserk energy. In this frenzied state, he temporarily gains +2 to strength and +2 to Dexterity. His speed increases by 10 feet, and he can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a –2 penalty on every attack (including any attacks of opportunity until his turn next round).
While in a frenzy, a Strong hero cannot use skills that require patience or concentration, such as moving silently, casting spells, or manifesting powers. He can use any feat he might have except for Combat Expertise. A frenzy lasts a number of rounds equal to 3 + the Strong hero’s (new) Strength modifier. The Strong hero may end prematurely end the frenzy voluntarily. At the end of the frenzy, the Strong hero is fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for the duration of that encounter. The Strong hero can only enter a frenzy once per encounter.
Entering a frenzy takes no time itself, but the Strong hero can only enter it on his action, not in response to someone else’s action.
Prerequisite: Extreme Effort.
Fast
Defensive Talent Tree
Duck and Weave: The Fast hero gains the ability to duck and weave as she moves through a combat zone to make it hard for anyone with a ranged weapon to take aim on her. If the Fast hero moves at least 35 feet per round she gains a +2 dodge bonus to Defense against ranged attacks for the next round.
Prerequisites: Evasion, Increased Speed.
Thrown Talent Tree
Throw Anything: The Fast hero gains the ability to throw any object size category Medium and weighing 5 lbs or less without penalty. Larger and heavier objects can be thrown, but each increased size category or 5 lbs. of weight imposes a –1 circumstance penalty on the attack roll. Use the chart on page 109 as a guide to damage. All objects have a range increment of 10 feet. Objects more two or more size categories larger than the Fast hero, or that weigh more than ½ her light load, cannot be thrown.
Thrown Expertise: The range increment for all thrown weapons increases to 15 feet. If the Fast Hero has Far Shot the range increment increases to 25 feet.
Prerequisites: Throw Anything.
Tough
Unbreakable Talent Tree
Drink Like a Demon: The Tough hero gains the ability to resist the debilitating effects of alcohol much better than most people. The Tough hero must consume double the normal amount of alcohol (two drinks for every one drink) to have any effect on him. This also gives him a +1 bonus on Fortitude saves against ingested poisons. At the GM’s discretion the Tough hero may receive a bonus against narcotics, hallucinogenics, or other drugs.
Prerequisites: Remain Conscious
Rage: The Tough hero gains the ability to spend an action point in order to fly into a screaming bloody frenzy. In a rage, a tough hero gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 to Strength, +4 to Constitution, and, +2 morale bonus on Will saves, but suffers a –2 penalty to Defense.
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 the Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, page 142) While raging, a Tough hero cannot use skills or abilities that require patience and concentration, such as moving silently, casting spells, or manifesting powers. He can use any feat he might have except for Combat Expertise. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. The Tough hero may prematurely end the rage voluntarily. At the end of the rage, the Tough hero is fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for the duration of the encounter. The Tough hero can only fly into a rage once per encounter.
Entering a rage takes no time itself, but the Tough hero can only do it during his action, not in response to somebody else’s action. A tough hero can’t, for example, fly into a rage when struck down by a bullet in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the bullet struck.
Prerequisites: Robust, Second Wind.
Greater Rage: The Tough hero’s rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (the Defense penalty remains at –2.) When the character gains his 10th level of Tough hero he is no longer winded after raging.
Prerequisites: Rage, Robust, Second Wind.
Smart
Research Talent Tree
Knowledgeable: The Smart Hero has spent time and effort studying a particular skill. If the Smart hero has four ranks in the relevant Knowledge the skill becomes a class skill for the current and any future levels of Smart Hero he takes, and he may use his Intelligence modifier instead of the normal modifier.
Art: Disguise, Perform (Any)
Behavioral Sciences: Bluff, Concentration, Diplomacy, Sense Motive
Business: Profession
Earth and Life Sciences: Handle Animal, Survival, Treat Injury
Physical Sciences: Drive, Pilot
Streetwise: Gamble, Gather Information
Tactics: Intimidate
Prerequisites: Research, 4 ranks in the appropriate skill.
Dedicated
Drive Talent Tree
Indefatigable: The Dedicated Hero cannot be turned from her cause, no matter how much she might want to. By making a Willpower save (DC 15) the Dedicated hero may remove the fatigued condition or go from being exhausted to being fatigued. After the encounter if the Dedicated hero was originally fatigued she becomes exhausted, and if originally exhausted she falls unconscious; this condition lasts eight hours or until removed in a manner deemed appropriate by the GM. This ability is usable once per day.
Unstoppable: The Dedicated Hero has a mission that is as important to her as her own life. She may make a Willpower save instead of a Fortitude save on Massive Damage checks.
Prerequisites: Indefatigable.
Insightful Talent Tree
True Faith: Once per day the Dedicated Hero may make a Turning Check against Undead, Magical Beasts, or Outsiders as if she had a number of Acolyte levels equal to her Dedicated hero levels.
Prerequisites: Skill Emphasis, Faith.
Charismatic
Secret Talent Tree
Secret Skill: Choose a non-class skill. This skill is always considered a class skill for you.
Secret Ability: You gain a talent from another class. You must qualify the talent. If the talent scales with levels in that class (i.e. Savant is dependent upon your levels of Smart hero) you use your Charismatic levels instead.
Prerequisite: Secret Skill
Secret Identity: You gain a second occupation, including all the benefits of new class skills, feats, wealth, and reputation. If you select a “permanent class skill” that is also a Charismatic skill or one that is a “permanent class skill” because of your previous occupation you gain a +1 bonus to that skill.
Prerequisite: Secret Skill.