Talents

These Talents were taken from other D20 sources.

Strong hero
Hurling Talent Tree
Heroes with talents from this tree are skilled at utilizing their immense upper body strength to throw objects much farther than other characters can.
Hurl: The maximum range at which the character can throw objects is increased to seven range increments.
Great Hurl: The maximum range at which the character can throw objects is increased to ten range increments.
Prerequisite: Hurl.
Mighty Hurl: The maximum range at which the character can throw objects is increased to twelve range increments.
Prerequisites: Hurl, Great Hurl.
Like A Rock Talent Tree
Strong heroes with these talents have toned their bodies into rock hard specimens of physical fitness. This strengthening grants the character a natural armor bonus to his Defense.
Strengthened Body: The hero gains a +1 natural armor bonus to his Defense.
Hardened Body: The hero gains an additional +1 natural armor bonus to his Defense (+2 total).
Prerequisite: Strengthened Body.
Solid as a Rock: The hero gains an additional +1 natural armor bonus to his Defense (+3 total).
Prerequisites: Strengthened Body, Hardened Body.
Mighty Talent Tree
Strong heroes with this talent tree are capable of drawing upon their immense strength to resist adverse situations and conditions.
Might: Once per day, the Strong hero with this talent can add his Strength modifier as a morale bonus to any one saving throw Mighty Fortitude: With this talent, the Strong hero adds his Strength modifier as a morale bonus to all of his Fortitude saving throws. This effect is not cumulative with the bonus gained from the Might talent unless the hero also has the Incredible Might talent.
Prerequisite: Might.
Mighty Reflexes: Strong heroes with this talent add their Strength modifier as a morale bonus to all Reflex saving throws. This effect is not cumulative with the bonus gained from the Might talent unless the hero also has the Incredible Might talent.
Prerequisite: Might.
Mighty Will: With this talent, the Strong hero adds his
Strength modifier as a morale bonus to all of his Will saving throws. This effect is not cumulative with the bonus gained from the Might talent unless the hero also has the Incredible Might talent.
Prerequisite: Might.
Incredible Might: With this talent, the Strong hero can add the benefits from his Might talent to the bonus gained from any of his other talents in this tree, effectively adding double his Strength modifier to his saving throw. He may do this only one time per day.
Prerequisites: Might, Mighty Fortitude, Mighty Reflexes, Mighty Will.
.

Fast
Ghostwalker Talent Tree
A Fast hero may learn to blend into their
environment, becoming much harder to spot.
These talents only work when the hero is already
concealed, thus a Fast hero with the
Ghostwalker talent does not automatically gain
a concealment bonus when in plain sight.
Ghost: When concealed, gain an additional 5%
concealment
Shadow: When concealed, gain an additional 5% concealment (10% total)
Prerequisites: Ghost
Ghost in the Shadows: When concealed, gain an additional 5% concealment (15% total)
Prerequisites: Shadow
Elusive Talent Tree
Fast heroes with this talent tree are known for their uncanny ability to avoid attacks and to wriggle free of bonds or grapples.
Slippery: A Fast hero with this talent gains a +3 bonus to all Escape Artist checks, including those made to escape a grapple.
Fancy Footwork: The Fast hero gains a +1 Dodge bonus to his Defense against all attacks directed at him, provided he is not flat footed or otherwise denied his Dexterity bonus to Defense.
Creeping Reflexes: The Fast hero has remarkably keen reactions, enabling him to excel at certain skills. The hero with this talent adds his base Reflex saving throw bonus to all Hide and Move Silently checks.
Prerequisite: Slippery.
Improved Fancy Footwork: The Fast hero gains a +2 dodge bonus against all attacks directed at him, provided he is not flat footed or otherwise denied his Dexterity bonus to Defense.
Prerequisite: Fancy Footwork.
Celeritous Skulking: The fast hero with this talent can move at normal speed without suffering the –5 penalty to his Hide check. Prerequisites: Slippery, Creeping Reflexes.
Quicker Than the Eye Talent Tree
Fast heroes with this talent tree can spend an Action
Point to begin moving so rapidly that they are actually quicker than the eye, appearing as blurring streaks of color. This effect causes them to gain a concealment based miss chance against all attacks directed at them.
Quick: By spending one Action Point, the Fast
hero begins moving so rapidly that all attacks against
him suffer a miss chance of 20%. This miss chance
persists for 3 rounds plus 1 round per Fast hero level.
Quicker: When the hero spends an Action Point
to gain a miss chance, that chance is increased by
10% (total 30%).
Prerequisite: Quick.
Quickest: When the hero spends an Action Point
to gain a miss chance, that chance is increased by
10% (total 40%).
Prerequisites: Quick, Quicker.
Quickest of Them All: When the hero spends an Action
Point to gain a miss chance, that chance is increased by 10%
(total 50%).
Prerequisites: Quick, Quicker, Quickest.

Tough
Tough SOB Talent Tree
A Tough hero may learn to sustain serious
trauma to their bodies through sheer stamina.
Each rank taken means that the Tough hero
can take a few more hitpoints worth of damage
before subcuming to lethal damage.
1- Increase damage threshold 1: Add + 1
2- Increase damage threshold 2: Add + 2
(+3 total)
3- Increase damage threshold 3: Add + 3
(+6 total)

Smart
Smarty Pants Talent Tree
A Smart hero may spend their time studying,
or otherwise spending their free time bettering
their understanding of particular subjects. This
makes it easier for them to focus and improve
one skill.
Cross Training- Make one skill permanently a class skill for the smart hero.
Fast Learner- Gain one additional skill point per level
Faster Learner- Gain one additional skill point per level (+2 per level total) Improved Learning: Characters with this talent are always one step ahead of their peers when it comes to education. The maximum ranks they can have in any Smart hero class skill is 4 + total character level rather than 3 + total character level, as is normal for characters without this talent. Prerequisite: Fast Learner
Quick Thinking Talent Tree
Smart heroes with this talent tree are capable of such rapid extrapolations of logic that they gain bonuses on various checks and rolls, thanks to their sharp minds.
Keen Reflex: Smart heroes with this talent add their Intelligence modifier in addition to any other modifiers that normally apply to all Reflex saving throws.
Keenly Skilled: Select one of the skills listed in the following paragraph. The Smart hero adds a bonus equal to his Intelligence modifier in addition to his normal modifiers when making a check with that skill. A smart Hero can take this talent multiple times; each time it applies to a different skill.
Bluff, Climb, Diplomacy, Disguise, Drive, Handle Animal, Jump, Perform (any single skill), Pilot, Profession (any single skill), Ride, Sense Motive, Survival, and Swim.
Perspicacious Response: Smart heroes with this talent add their Intelligence bonus to their Initiative checks in addition to their Dexterity modifier and any other modifiers that normally apply to Initiative checks.
Greater Perspicacious Response: Smart heroes with this talent add their base Will saving bonus to their Initiative checks in addition to their Intelligence modifier, Dexterity modifier and any other modifiers that normally apply to Initiative checks.
Prerequisites: Perspicacious Response, Keen Reflex.

DEDICATED HERO
Virtuous Talent Tree
The dedicated hero is impeccably true to his ideals and gains certain benefits from his truehearted idealism.
Virtue: The Dedicated hero gains a +1 bonus to several skill checks. These skills include Diplomacy, Handle Animal, Intimidate, Knowledge (arcane lore and theology/philosophy), Perform, and Treat Injury.
The Dedicated hero can select this talent multiple times. Each time it increases the bonus to those skills by 1 point.
Aura of Virtue: By spending an Action Point, the Dedicated hero can imbue himself and his allies with the powerful force of his faith and dedication. Using this ability is a standard action. When the Dedicated hero activates this ability, all allies within 30 feet (including himself, up to a maximum number of creatures equal to his Dedicated hero class level) gain a +1 morale bonus to all attack rolls and saving throws against fear effects. This bonus lasts for 1 minute per Dedicated hero level.
Prerequisite: Virtue.
Greater Aura of Virtue: By spending an Action Point, the Dedicated hero can imbue himself and his allies with the powerful force of his faith and dedication. Using this ability is a standard action. When the Dedicated hero activates this ability, all allies within 30 feet (including himself, up to a
maximum number of creatures equal to his Dedicated hero class level) gain a +1 morale bonus to all attack rolls and saving throws against fear effects (per the Aura of Virtue talent). The Dedicated hero’s allies also gain a number of temporary Hit Points equal to 1d8 + the Dedicated hero’s class level. This bonus lasts for 1 minute per Dedicated hero level.
Prerequisites: Virtue, Aura of Virtue.
Aura of Righteousness: Dedicated heroes with this talent can spend an Action Point to begin radiating an aura that unnerves those that oppose them. This aura persists for one minute per class level of the Dedicated hero. Any creature within 30 feet of the Dedicated hero and with an Allegiance opposed to one of the Dedicated hero’s Allegiances (such as Evil opposes Good) must make a Will save (DC 10 + the Dedicated hero’s Charisma modifier + the Dedicated heroes class level) or become shaken. These creatures remain shaken until the effect ends or they escape the area. A shaken creature suffers a –2 on attack rolls, saving throws,
and skill checks.
Prerequisites: Virtue, Aura of Virtue.
Clean Living: Dedicated heroes with this talent add their Wisdom modifier to their Fortitude saving throws in addition to any other modifiers that normally apply to the hero’s Fortitude save.
Prerequisites: Virtue

Charismatic
Wheel and Deal Talent Tree
A Charismatic hero may learn how to use
their charm to get a better deal when bartering.
Salesmen: Gain an additional +2 on Barter checks
Sell anything: Gain an additional +2 on Barter checks (+4 total) Prerequisite: Salesmen
No seriously you want it: Gain an additional 10% in your favor when
bartering.
Prerequisite: Sell anything

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