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Tale of the Twin Suns: Feats & Talents
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<blockquote data-quote="Angel Tarragon" data-source="post: 4603379" data-attributes="member: 23733"><p><strong>Talents</strong></p><p></p><p><strong>Ambidextrous [Talent]</strong></p><p>You can use your right and left hands equally well.</p><p><strong>Prerequisite:</strong> Dexterity 13</p><p><strong>Benefit:</strong> The character ignores all penalties for using an off hand. She is neither left handed nor right handed.</p><p><strong>Normal:</strong> Without this talent, a character using her off hand suffers a -4 penalty to attack rolls, ability checks and skill checks. For example a right handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.</p><p><strong>Special:</strong> This talent helps offset the penalty for fighting with two weapons.</p><p></p><p></p><p><strong>Disease Resistant [Talent]</strong></p><p>You have an innate resistance to illness.</p><p><strong>Benefit:</strong> The character gains a +3 saving throw bonus to all saves against diseases, including magical diseases.</p><p></p><p></p><p><strong>Dreamspeaking [Talent]</strong></p><p>Sometimes dreams are important missives sent from above, or from within. You can interpret the dreams that you have, or that others have.</p><p><strong>Prerequisite:</strong> Perception 13</p><p><strong>Benefit:</strong> When someone tells you about a dream, or when you consider your own dream, you can tell automatically if it was a dream of importance, also known as a “sending” dream. If it is a sending dream, you can attempt a Wisdom check (DC 15) to interpret its meaning. If your Wisdom check succeeds, the DM should give you some clue as to the meaning of the dream. </p><p></p><p>For example, a character might dream of a powerful female noble dressed in white, surrounded by doves. On a successful Wisdom check, the player learns that the dream foretells an encounter with a foe named raven. Later the party does indeed meet up with an ally named Miriam Whytedove.</p><p></p><p></p><p><strong>Fleet of Foot [Talent]</strong></p><p>You are extraordinarily quick on your feet.</p><p><strong>Prerequisite:</strong> Natural base land speed</p><p><strong>Benefit:</strong> Your base land speed increases by 20 feet.</p><p></p><p></p><p><strong>Hardy [Talent]</strong></p><p>You are more resilient than others.</p><p><strong>Prerequisite:</strong> Constitution 13</p><p><strong>Benefit:</strong> When calacultaing your bonus hit points as a first level character, you multiply your Constitution modifier by two. As you gain levels, the amount of bonus hit points gained by your Constitution modifier is multiplied by 1.5 and rounded down.</p><p></p><p></p><p><strong>Inner Calm [Talent]</strong></p><p>You are able to focus and remain calm in dire circumstances, reigning in your fears and soothing your nerves even in the face of imminent disaster.</p><p><strong>Benefit:</strong> You receive a +3 bonus to all Will saves when attempting to resist a spell or effect which causes fear or confusion of any type.</p><p></p><p></p><p><strong>Keen Senses [Talent]</strong></p><p>You have enhanced senses.</p><p><strong>Prerequisites:</strong> Wisdom 13</p><p><strong>Benefit:</strong> You gain a bonus to your Listen, Search, Smell, Spot and Taste checks equal to half your Wisdom modifier. In addition these skills now always count as class skills for you.</p><p></p><p></p><p><strong>Light Sleeper [Talent]</strong></p><p>You sleep lightly and are ready for action the moment you awake.</p><p><strong>Benefit:</strong> The character makes Listen checks while asleep as though awake. Further, she can act immediately upon waking.</p><p><strong>Normal:</strong> If a character is asleep but makes a successful Listen check to hear noise nearby, she wakes up. She cannot act that round, however. Further, she must make a Concentration check (DC 15) to be able to act the round after that, as she is still groggy. This is true whether the character wakes up on her own or is intentionally roused by another. Shaking someone awake is a full-round action.</p><p></p><p></p><p><strong>Loremaster [Talent]</strong></p><p>You are able to draw upon your excellent memory to recall tidbits of knowledge that you have tucked away.</p><p><strong>Prerequisite:</strong> Intelligence 13</p><p><strong>Benefit:</strong> You are able to use all knowledge skills as if you are trained in them. In addition, when making a Knowledge check, your Intelligence modifier to recall information about a particular subject is muliplied by one and a half and rounded down.</p><p><strong>Normal:</strong> Knowledge skills can't be used untrained.</p><p></p><p></p><p><strong>Magic Resistant [Talent]</strong></p><p>You have an innate resistance to magic.</p><p><strong>Benefit:</strong> The character gains a +1 saving throw bonus to all saves against spells, spell-like abilities, supernatural abilities, magic items, and so on.</p><p></p><p></p><p><strong>Natural Archer [Talent]</strong></p><p>You have an innate affinity for bows of all kinds.</p><p><strong>Benefit:</strong> The character gains a +1 competence bonus to damage rolls made from attacks with bows or crossbows. Further, if a foe attacks her with a bow, the character gains a +1 dodge bonus to her AC.</p><p><strong>Special:</strong> A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.</p><p></p><p></p><p><strong>Natural Athlete [Talent]</strong></p><p>You have developed your athletic potential and find many tasks easier as a result.</p><p><strong>Benefit:</strong> You do not become flat-footed when balancing or climbing. You automatically succeed at Reflex saves to catch onto ledges when Jumping and Climb checks to drad yourself up from dangling. You can also 'kip up' (stand up) as a free action that does not provoke attacks of opportunity.</p><p></p><p></p><p><strong>Natural Swordsman [Talent]</strong></p><p>You have a natural affinity for swords of all kinds.</p><p><strong>Benefit:</strong> The character gains a +1 competence bonus to damage rolls made from attacks with swords (short swords, longswords, greatswords, bastard swords, double-bladed swords, sword-staves, and so on). Further, if a foe attacks her with a sword, the character gains a +1 dodge bonus to her AC.</p><p><strong>Special:</strong> A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.</p><p></p><p></p><p><strong>Poison Resistant [Talent]</strong></p><p>You have an innate resistance to toxins.</p><p><strong>Benefit:</strong> The character gains a +3 saving throw bonus to all saves against poisons, including magical poisons.</p><p></p><p></p><p><strong>Rapid Flier [Talent]</strong></p><p>You are one with the clouds.</p><p><strong>Prerequisite:</strong> Natural fly speed.</p><p><strong>Benefit:</strong> Your base fly speed increases by 20 feet.</p><p></p><p></p><p><strong>Spiritual Serenity [Talent]</strong></p><p>You have a calm demeanor and insight into people that stems from your own personal acceptance of the way things will be in the afterlife.</p><p><strong>Prerequisite:</strong> Any non-evil alignment, Charisma 13</p><p><strong>Benefit:</strong> You gain double your Charisma modifier when making skill checks that have it as a Key Ability. In addition, when making saving throws against enchantment spells and mind affecting abilities you get to make two saving throws, and use the better of the wo results.</p><p></p><p></p><p><strong>Wealthy [Talent]</strong></p><p>You come from a wealthy family.</p><p><strong>Benefit:</strong> The character starts with double the maximum starting steel pieces: 600 stp. Further, at one time during her career, at a time agreed upon by the character and the DM (recommended time is between 5th and 10th level), the character receives an inheritance of 500 gp times her current character level.</p><p></p><p></p><p><strong>Weapon Bond [Talent]</strong></p><p>You have a natural talent for wielding a single, specific type of weapon such as a longsword or crossbow. From a young age, you demonstrated an advanced mastery of its use.</p><p><strong>Benefit:</strong> Select a single simple, martial, or exotic weapon. You are automatically proficient with this weapon, even if your class does not normally grant access to it.</p><p></p><p>You feel so comfortable with the weapon; it feels like an extension of your body, personality, and intellect. You may choose an ability score other than Strength to modify your attacks and damage with the bonded weapon; consider the chosen ability score’s bonus your Strength bonus for these purposes. For example, you still gain 1.5 times the ability’s bonus to damage when using a two-handed weapon.</p><p></p><p>You do not gain the bonus for Strength and your chosen ability when using your bonded weapon type. You gain the benefits of only one of them, and you may switch between the two as a free action.</p></blockquote><p></p>
[QUOTE="Angel Tarragon, post: 4603379, member: 23733"] [b]Talents[/b] [B]Ambidextrous [Talent][/B] You can use your right and left hands equally well. [B]Prerequisite:[/B] Dexterity 13 [B]Benefit:[/B] The character ignores all penalties for using an off hand. She is neither left handed nor right handed. [B]Normal:[/B] Without this talent, a character using her off hand suffers a -4 penalty to attack rolls, ability checks and skill checks. For example a right handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon. [B]Special:[/B] This talent helps offset the penalty for fighting with two weapons. [B]Disease Resistant [Talent][/B] You have an innate resistance to illness. [B]Benefit:[/B] The character gains a +3 saving throw bonus to all saves against diseases, including magical diseases. [B]Dreamspeaking [Talent][/B] Sometimes dreams are important missives sent from above, or from within. You can interpret the dreams that you have, or that others have. [B]Prerequisite:[/B] Perception 13 [B]Benefit:[/B] When someone tells you about a dream, or when you consider your own dream, you can tell automatically if it was a dream of importance, also known as a “sending” dream. If it is a sending dream, you can attempt a Wisdom check (DC 15) to interpret its meaning. If your Wisdom check succeeds, the DM should give you some clue as to the meaning of the dream. For example, a character might dream of a powerful female noble dressed in white, surrounded by doves. On a successful Wisdom check, the player learns that the dream foretells an encounter with a foe named raven. Later the party does indeed meet up with an ally named Miriam Whytedove. [B]Fleet of Foot [Talent][/B] You are extraordinarily quick on your feet. [B]Prerequisite:[/B] Natural base land speed [B]Benefit:[/B] Your base land speed increases by 20 feet. [b]Hardy [Talent][/b] You are more resilient than others. [B]Prerequisite:[/B] Constitution 13 [B]Benefit:[/B] When calacultaing your bonus hit points as a first level character, you multiply your Constitution modifier by two. As you gain levels, the amount of bonus hit points gained by your Constitution modifier is multiplied by 1.5 and rounded down. [B]Inner Calm [Talent][/B] You are able to focus and remain calm in dire circumstances, reigning in your fears and soothing your nerves even in the face of imminent disaster. [B]Benefit:[/B] You receive a +3 bonus to all Will saves when attempting to resist a spell or effect which causes fear or confusion of any type. [B]Keen Senses [Talent][/B] You have enhanced senses. [B]Prerequisites:[/B] Wisdom 13 [B]Benefit:[/B] You gain a bonus to your Listen, Search, Smell, Spot and Taste checks equal to half your Wisdom modifier. In addition these skills now always count as class skills for you. [B]Light Sleeper [Talent][/B] You sleep lightly and are ready for action the moment you awake. [B]Benefit:[/B] The character makes Listen checks while asleep as though awake. Further, she can act immediately upon waking. [B]Normal:[/B] If a character is asleep but makes a successful Listen check to hear noise nearby, she wakes up. She cannot act that round, however. Further, she must make a Concentration check (DC 15) to be able to act the round after that, as she is still groggy. This is true whether the character wakes up on her own or is intentionally roused by another. Shaking someone awake is a full-round action. [B]Loremaster [Talent][/B] You are able to draw upon your excellent memory to recall tidbits of knowledge that you have tucked away. [B]Prerequisite:[/B] Intelligence 13 [B]Benefit:[/B] You are able to use all knowledge skills as if you are trained in them. In addition, when making a Knowledge check, your Intelligence modifier to recall information about a particular subject is muliplied by one and a half and rounded down. [B]Normal:[/B] Knowledge skills can't be used untrained. [B]Magic Resistant [Talent][/B] You have an innate resistance to magic. [B]Benefit:[/B] The character gains a +1 saving throw bonus to all saves against spells, spell-like abilities, supernatural abilities, magic items, and so on. [B]Natural Archer [Talent][/B] You have an innate affinity for bows of all kinds. [B]Benefit:[/B] The character gains a +1 competence bonus to damage rolls made from attacks with bows or crossbows. Further, if a foe attacks her with a bow, the character gains a +1 dodge bonus to her AC. [B]Special:[/B] A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses. [B]Natural Athlete [Talent][/B] You have developed your athletic potential and find many tasks easier as a result. [B]Benefit:[/B] You do not become flat-footed when balancing or climbing. You automatically succeed at Reflex saves to catch onto ledges when Jumping and Climb checks to drad yourself up from dangling. You can also 'kip up' (stand up) as a free action that does not provoke attacks of opportunity. [B]Natural Swordsman [Talent][/B] You have a natural affinity for swords of all kinds. [B]Benefit:[/B] The character gains a +1 competence bonus to damage rolls made from attacks with swords (short swords, longswords, greatswords, bastard swords, double-bladed swords, sword-staves, and so on). Further, if a foe attacks her with a sword, the character gains a +1 dodge bonus to her AC. [B]Special:[/B] A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses. [B]Poison Resistant [Talent][/B] You have an innate resistance to toxins. [B]Benefit:[/B] The character gains a +3 saving throw bonus to all saves against poisons, including magical poisons. [B]Rapid Flier [Talent][/B] You are one with the clouds. [B]Prerequisite:[/B] Natural fly speed. [B]Benefit:[/B] Your base fly speed increases by 20 feet. [B]Spiritual Serenity [Talent][/B] You have a calm demeanor and insight into people that stems from your own personal acceptance of the way things will be in the afterlife. [B]Prerequisite:[/B] Any non-evil alignment, Charisma 13 [B]Benefit:[/B] You gain double your Charisma modifier when making skill checks that have it as a Key Ability. In addition, when making saving throws against enchantment spells and mind affecting abilities you get to make two saving throws, and use the better of the wo results. [B]Wealthy [Talent][/B] You come from a wealthy family. [B]Benefit:[/B] The character starts with double the maximum starting steel pieces: 600 stp. Further, at one time during her career, at a time agreed upon by the character and the DM (recommended time is between 5th and 10th level), the character receives an inheritance of 500 gp times her current character level. [B]Weapon Bond [Talent][/B] You have a natural talent for wielding a single, specific type of weapon such as a longsword or crossbow. From a young age, you demonstrated an advanced mastery of its use. [B]Benefit:[/B] Select a single simple, martial, or exotic weapon. You are automatically proficient with this weapon, even if your class does not normally grant access to it. You feel so comfortable with the weapon; it feels like an extension of your body, personality, and intellect. You may choose an ability score other than Strength to modify your attacks and damage with the bonded weapon; consider the chosen ability score’s bonus your Strength bonus for these purposes. For example, you still gain 1.5 times the ability’s bonus to damage when using a two-handed weapon. You do not gain the bonus for Strength and your chosen ability when using your bonded weapon type. You gain the benefits of only one of them, and you may switch between the two as a free action. [/QUOTE]
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