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<blockquote data-quote="Stillgrave" data-source="post: 5060531" data-attributes="member: 87471"><p>Corresponding Talents</p><p></p><p> <strong><u>TALENTS</u></strong></p><p> Below are listed the available Talents for the Kuppler class and their prerequisites for each. A character may choose to take a feat instead of a talent if they so desire, however they must still meet all requirements of the feat. Unless noted, talents may only be taken once.</p><p> <strong>Explosives</strong></p><p> <em>Explosive Proficiency (General):</em></p><p> You may use explosives without penalty.</p><p> <em>Firearms Proficiency (General):</em></p><p> Prerequisite: weapon training (explosives)</p><p> You may use firearms without penalty.</p><p> <em>Acid Bomb:</em> Upon crafting a bomb a Kuppler may choose to have the bomb deal acid damage instead of fire. Creatures that suffer damage from an acid bomb take an additional 1d4 damage the following round. Prerequisite: Explosive Proficiency</p><p> <em>Timed Explosion:</em> A Kuppler has learned how to place a bomb that will explode a number of rounds later. The number of rounds it takes the bomb to explode is determined by the Kuppler at the time of placement, limited to his class level. Prerequisite: Explosive Proficiency</p><p> <em>Poison Bomb:</em> This bomb form simulates the affects of a <em>cloudkill</em> spell instead of dealing damage. The cloud fills an area equal to twice the bombs splash radius for 1 round per level. Prerequisite: Explosive Proficiency</p><p> <em>Smoke Bomb:</em> Simulating a <em>fog cloud</em> spell, this bomb helps in protecting the Kuppler and his allies. When detonated, it fills an area equal to twice the bombs splash radius for 1 round per level. Prerequisite: Explosive Proficiency</p><p> <strong>Tinkering </strong></p><p> <em>Improvisation:</em> By making a concentration check (DC = 10 + the desired objects market price in gold, if the price is less than 1 gold then the DC is 10) and destroying one or more objects of equal or greater value, the Kuppler can try to craft a simple device, tool, weapon, or armor for nearly any situation. The item in question is of mundane quality and can only contain the materials found in the objects used to make the item. For example, a set of chain mail cannot be made from a thousand wooden torches. It could however be made from enough covered lanterns. In order to craft the object successfully the Kuppler must succeed on a craft check for the item and possess the skill in order to craft the object. For example, a Kuppler with Craft (explosives) could attempt to make a bomb, but would not be able to make a crossbow due to his lack of training in crafting weapons.</p><p> <em> Greater Crafting: </em>This power allows the Kuppler a +2 competence bonus on any craft skill. This talent may be taken more than once, its effects do not stack, each time it is taken it applies to a different craft skill.</p><p> <em>Armor Modification: </em>With this ability the Kuppler is able to apply 1 new enchantment to a piece of armor. He may use a Use Magic Device check to apply a spell that he does not know but does possess a scroll of, or he may merely use a spell which he does know. The DC for modifying the armor in this way is equal to the normal DC + 5 required to make the item from scratch but without the materials needed. Failure on attempting to modify the armor causes the armor to become disenchanted.</p><p> <em>Weapon Modification:</em> This power allows the Kuppler to modify an existing weapon enchantment. They may add 1 additional enchantment to the weapon by using a Use Magic Device check to apply a spell they he does not know but does possess a scroll of, or he may merely use a spell which he does know. The DC for modifying the weapon is equal to the normal DC to craft the item from scratch + 5. No additional materials are needed to modify the weapon.</p><p> <strong>Scholar</strong></p><p> <em>Savant:</em> Choose one of the following skills; the Kuppler gains may take 10 when using this skill even when situations would not usually allow it. Appraise (Int), Concentration (Con), Craft (any) (Int), Disable Device (Dex), Knowledge (arcane) (Int), Knowledge (architecture and engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Spellcraft (Int), Use Magic Device (Cha). This talent may be taken multiple times, each time you choose this talent you must pick a skill that you did not already choose previously.</p><p> <em>Linguistics:</em> Choose any language you can learn, you can this language for free as a bonus language. This talent may be taken multiple times. Prerequisite: Savant 1</p><p> <em>Useless Knowledge:</em> Choose one skill which you do not currently possess as a class skill. This skill is now considered as a class skill for you and you are considered to be trained in this skill. This talent may be taken multiple times.</p></blockquote><p></p>
[QUOTE="Stillgrave, post: 5060531, member: 87471"] Corresponding Talents [B][U]TALENTS[/U][/B] Below are listed the available Talents for the Kuppler class and their prerequisites for each. A character may choose to take a feat instead of a talent if they so desire, however they must still meet all requirements of the feat. Unless noted, talents may only be taken once. [B]Explosives[/B] [I]Explosive Proficiency (General):[/I] You may use explosives without penalty. [I]Firearms Proficiency (General):[/I] Prerequisite: weapon training (explosives) You may use firearms without penalty. [I]Acid Bomb:[/I] Upon crafting a bomb a Kuppler may choose to have the bomb deal acid damage instead of fire. Creatures that suffer damage from an acid bomb take an additional 1d4 damage the following round. Prerequisite: Explosive Proficiency [I]Timed Explosion:[/I] A Kuppler has learned how to place a bomb that will explode a number of rounds later. The number of rounds it takes the bomb to explode is determined by the Kuppler at the time of placement, limited to his class level. Prerequisite: Explosive Proficiency [I]Poison Bomb:[/I] This bomb form simulates the affects of a [I]cloudkill[/I] spell instead of dealing damage. The cloud fills an area equal to twice the bombs splash radius for 1 round per level. Prerequisite: Explosive Proficiency [I]Smoke Bomb:[/I] Simulating a [I]fog cloud[/I] spell, this bomb helps in protecting the Kuppler and his allies. When detonated, it fills an area equal to twice the bombs splash radius for 1 round per level. Prerequisite: Explosive Proficiency [B]Tinkering [/B] [I]Improvisation:[/I] By making a concentration check (DC = 10 + the desired objects market price in gold, if the price is less than 1 gold then the DC is 10) and destroying one or more objects of equal or greater value, the Kuppler can try to craft a simple device, tool, weapon, or armor for nearly any situation. The item in question is of mundane quality and can only contain the materials found in the objects used to make the item. For example, a set of chain mail cannot be made from a thousand wooden torches. It could however be made from enough covered lanterns. In order to craft the object successfully the Kuppler must succeed on a craft check for the item and possess the skill in order to craft the object. For example, a Kuppler with Craft (explosives) could attempt to make a bomb, but would not be able to make a crossbow due to his lack of training in crafting weapons. [I] Greater Crafting: [/I]This power allows the Kuppler a +2 competence bonus on any craft skill. This talent may be taken more than once, its effects do not stack, each time it is taken it applies to a different craft skill. [I]Armor Modification: [/I]With this ability the Kuppler is able to apply 1 new enchantment to a piece of armor. He may use a Use Magic Device check to apply a spell that he does not know but does possess a scroll of, or he may merely use a spell which he does know. The DC for modifying the armor in this way is equal to the normal DC + 5 required to make the item from scratch but without the materials needed. Failure on attempting to modify the armor causes the armor to become disenchanted. [I]Weapon Modification:[/I] This power allows the Kuppler to modify an existing weapon enchantment. They may add 1 additional enchantment to the weapon by using a Use Magic Device check to apply a spell they he does not know but does possess a scroll of, or he may merely use a spell which he does know. The DC for modifying the weapon is equal to the normal DC to craft the item from scratch + 5. No additional materials are needed to modify the weapon. [B]Scholar[/B] [I]Savant:[/I] Choose one of the following skills; the Kuppler gains may take 10 when using this skill even when situations would not usually allow it. Appraise (Int), Concentration (Con), Craft (any) (Int), Disable Device (Dex), Knowledge (arcane) (Int), Knowledge (architecture and engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Spellcraft (Int), Use Magic Device (Cha). This talent may be taken multiple times, each time you choose this talent you must pick a skill that you did not already choose previously. [I]Linguistics:[/I] Choose any language you can learn, you can this language for free as a bonus language. This talent may be taken multiple times. Prerequisite: Savant 1 [I]Useless Knowledge:[/I] Choose one skill which you do not currently possess as a class skill. This skill is now considered as a class skill for you and you are considered to be trained in this skill. This talent may be taken multiple times. [/QUOTE]
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