Tag: talent

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  • Unwavering Defense I

    *Prerequisite*: None *Benefit*: This talent grants a bonus complex action that must be used on a block attempt.

  • Unwavering Defense II

    *Prerequisite*: Unwavering Defense *Benefit*: This talent grants a bonus complex action that must be used on a block attempt.

  • Eldritch Blast

    *Prerequisites*: Sorcery 1 *Benefit*: As a complex action you can fire a ray of energy as a ranged attack with range Close (25ft +5ft/Sorcery skill rank). Make an attack roll using your Sorcery skill rank and your Intelligence modifier. If the attack …

  • Eldritch Ball

    *Prerequisites*: Eldritch Blast, Sorcery 3 *Benefit*: When using Eldritch Blast, instead of targeting a single creature you may create a 10ft spread at any point within range. A Reflex save (DC = 10 + half your Sorcery rank + your Intelligence modifier …

  • Eldritch Burst

    *Prerequisites*: Eldritch Blast *Benefit*: When using Eldritch Blast, instead of targeting a single creature you may create a 20ft-radius burst centered on you. A Reflex save (DC = 10 + half your Sorcery skill rank + your Intelligence modifier) halves …

  • Eldritch Cone

    *Prerequisites*: Eldritch Blast *Benefit*: When using Eldritch Blast, instead of targeting a single creature you may create a 30ft cone-shaped spread. A Reflex save (DC = 10 + half your Sorcery rank + your Intelligence modifier) halves this damage. …

  • Eldritch Strike

    *Prerequisite*: Eldritch Blast *Benefit*: You can imbue a single weapon with the mystic power of your Eldritch Blast. Whenever someone is struck by the imbued weapon, they take additional damage as if they were struck by your Eldritch Blast. This effect …

  • Teleport

    *Prerequisites*: Conjuration 1 *Benefit*: As a complex action, you may teleport up to your speed in any direction. You must have line of sight and line of effect to your destination. You cannot materialize inside a solid object.

  • Extend Teleport

    *Prerequisites*: Teleport *Benefit*: Your effective speed is increased by +50% for the purposes of your Teleport feat. *Special*: You can take this talent more than once. The effects stack.

  • Rapid Teleport

    *Prerequisites*: Teleport *Benefit*: You may use your Teleport talent as a basic action.

  • Skilled Teleport

    *Prerequisites*: Teleport *Benefit*: Your Teleport talent ignores line-of-sight and line-of-effect.

  • Teleport Carrier

    *Prerequisites*: Teleport *Benefit*: You may bring one creature with you when you teleport, as long as you are in physical contact. Unwilling targets receive a Will save to resist (DC = 5 + half your Sorcery + your Intelligence). *Special*: You may …

  • Glamour

    *Prerequisites*: Illusion 1 *Benefit*: Select one of the following effects which you can create as a complex action, as well as a sense to target (including unusual senses like tremorsense and detect thoughts). These effects can be penetrated by True …

  • Dynamic Glamour

    *Prerequisites*: Glamour *Benefit*: You may change the parameters of an illusion you have created as a free action. *Normal*: The appearance of an illusion is set when it is created and cannot be changed.

  • Extra Glamour

    *Prerequisites*: Glamour *Benefit*: You may have one additional illusion of each type in effect at a time. *Normal*: You may only have one illusion of each type you can use in affect at a time. *Special*: You may select this feat multiple times. Each …

  • Lasting Glamour

    *Prerequisites*: Glamour *Benefit*: When you use the Glamour feat you may increase the duration of the effect by one step on the following progression: Concentration -> 1 round/skill rank -> 1 minute/skill rank -> 1 hour/skill rank -> 1 day/skill rank …

  • Programmed Glamour

    *Prerequisites*: Dynamic Glamour *Benefit*: You can set a "script" for an illusion to follow, changing at particular times or when a trigger is met; triggers must be based on senses you possess, and the illusion can only detect things inside its area ( …

  • Unwavering Defense III

    *Prerequisite*: Unwavering Defense II *Benefit*: This talent grants a bonus complex action that must be used on a block attempt.

  • Extra Enchantment

    *Prerequisites*: Enchantment *Benefit*: You may have one additional enchantment of each type in effect at a time. *Normal*: You may only have one enchantment of each type you can use in affect at a time. *Special*: You may select this feat …

  • Rapid Enchantment

    *Prerequisites*: Enchantment *Benefit*: You may use your Enchantment feat as a basic action, as long as you use it only once in this round.

  • Dynamic Phantasm

    *Prerequisites*: Enchantment (Phantasm) *Benefit*: You may change the parameters of a phantasm you have created as a free action. *Normal*: The appearance of a phantasm is set when it is created and cannot be changed.

  • Implant Phantasm

    *Prerequisites*: Enchantment (Phantasm) *Benefit*: Your phantasms do not fade after the target is out of range, but run their normal duration.

  • Lasting Phantasm

    *Prerequisites*: Enchantment (Phantasm) *Benefit*: When you create a phantasm you may increase the duration of the effect by one step on the following progression: Concentration -> 1 round/skill rank -> 1 minute/skill rank -> 1 hour/skill rank -> 1 day …

  • Programmed Phantasm

    *Prerequisites*: Dynamic Phantasm *Benefit*: You can set a "script" for a phantasm to follow, changing at particular times or when a trigger is met; a trigger must be based on things the target can perceive or think. For instance you could create a …

  • Telekinesis

    *Prerequisite*: Psionics 1 *Benefit*: As a basic action you may create an invisible force within Close range (25ft +5ft/skill rank). Treat this as a creature one size category smaller than you, with a Strength score equal to your Charisma score and a …

  • Violent Thrust

    *Prerequisites*: Telekinesis *Benefit*: You can move your telekinetic force up to 30ft as a basic action. In addition, the force can throw weapons it holds and perform bull rushes and Strength checks. Treat this as if you were performing the action …

  • Telekinetic Manipulation

    *Prerequisites*: Telekinesis *Benefit*: Your telekinetic force can attack with melee or projectile weapons it holds and perform Thievery checks. Treat this as if you were performing the action yourself, but using the force's size, Strength and …

  • Powerful Telekinesis

    *Prerequisites*: Telekinesis *Benefit*: Your telekinetic force counts as one size category larger, and its speed increases by +5ft. *Special*: You may select this feat multiple times. The effects stack.

  • Telekinetic Multitasking

    *Prerequisites*: Telekinesis *Benefit*: You may have two telekinetic forces in existence at once, creating any number up to your maximum with a single action. When you take a basic action to move a force, you may move each force you control. * …

  • Telepathy

    *Prerequisite*: Psionics 1 *Benefit*: You can read minds and project your thoughts into the minds of others. You can read another character’s thoughts. To use Mind Reading, make a skill check against the result of the target’s Will save. If …

  • Mental Blast

    *Prerequisite*: Telepathy *Benefit*: You can strike any target you can accurately perceive with a blast of mental force as a complex action. The target makes a Will saving throw against a DC of 15 + skill rank and is stunned for one round on a failed …

  • Telepathic Blast

    *Prerequisite*: Telepathy *Benefit*: You can strike any target you can accurately perceive with a blast of mental force as a complex action. The target makes a Will saving throw against a DC of 10 + half your Psionics skill rank + your Intelligence …

  • Light

    *Prerequisites*: Sorcery 1 *Benefit*: As a complex action you may touch an object and enchant it to shed light as a torch (bright illumination out to 20ft, shadowy illumination out to 40ft) for 1 minute/skill rank. As long as you are touching the …

  • Brilliant Light

    *Prerequisites*: Light *Benefit*: Your Light spell provides bright illumination out to 40ft and shadowy illumination out to 80ft. Creatures who take penalties in bright light also take them within the radius of your Light spell. Creatures who fail their …

  • Daylight

    *Prerequisites*: Brilliant Light, Light *Benefit*: Your Light spell provides bright illumination out to 60ft and shadowy illumination out to 120ft. 1 minute in the bright illumination provided by this spell is considered 1 round of exposure to sunlight, …

  • Corona

    *Prerequisites*: Brilliant Light, Daylight, Light *Benefit*: Your Light spell provides bright illumination out to 80ft, shadowy illumination out to 160ft, and is considered natural sunlight. Creatures who fail their saves against your blinding flash are …

  • Sunbeam

    *Prerequisites*: Light *Benefit*: As a standard action you may fire a ray out to Medium range (100ft +10ft/skill rank) which affects the targeted creature as if by your light's blinding flash.

  • Cure Wounds

    *Prerequisites*: Abjuration 1 *Benefit*: As a full-round action you can restore 1d6 hit points to a touched creature (other than yourself), + 1 per Abjuration skill rank. This is a positive energy effect, and harms undead rather than healing them (Will …

  • Combat Medic

    *Prerequisites*: Cure Wounds *Benefit*: You can use your Cure Wounds feat as a complex action. Normal: Using your Cure Wounds feat is a full-round action.

  • Mass Cure

    *Prerequisites*: Cure Wounds *Benefit*: You can use your Cure Wounds feat on up to two targets within 10ft of you simultaneously, each receiving full benefit. *Special*: You may select this feat multiple times. Each time after the first doubles the …

  • Restoration

    *Prerequisites*: Cure Wounds *Benefit*: Select three conditions from the following list. Whenever you use your Cure Wounds feat you can also remove one or more of those conditions from the target. This subtracts from the amount healed as shown, though …

  • Skilled Healer

    *Prerequisites*: Cure Wounds *Benefit*: You can heal an additional number of hit points to any creature per day equal to your ranks in Abjuration, beyond their normal limit. For every 2 ranks in Abjuration you restore an additional hit point when using …

  • Revive

    *Prerequisites*: Cure Wounds *Benefit*: Once per day, as an alternate use of your Cure Wounds feat you can restore a deceased creature to life, as long as their body is whole and they died within 1 round/skill rank. The target is healed upwards from 0hp …

  • Greater Revive

    *Prerequisites*: Revive *Benefit*: You may return creatures to life who have been dead for 1 day/skill rank. *Normal*: Revive allows you to return creatures to life who have been dead for 1 round/skill rank. *Special*: You may select this feat multiple …

  • Evasive Master I

    *Prerequisite*: None *Benefit*: This talent grants a bonus complex action that must be used on a dodge attempt.

  • Evasive Master II

    *Prerequisite*: Evasive Master *Benefit*: This talent grants a bonus complex action that must be used on a dodge attempt.

  • Evasive Master III

    *Prerequisite*: Evasive Master II *Benefit*: This talent grants a bonus complex action that must be used on a dodge attempt.

  • Unending Assault I

    *Prerequisite*: None *Benefit*: This talent grants a bonus complex action that must be used on a physical attack.

  • Unending Assault II

    *Prerequisite*: Unending Assault *Benefit*: This talent grants a bonus complex action that must be used on a physical attack.

  • Unending Assault III

    *Prerequisite*: Unending Assault II *Benefit*: This talent grants a bonus complex action that must be used on a physical attack.

  • Quick Step I

    *Prerequisite*: None *Benefit*: This talent grants a bonus basic action that must be used on movement.

  • Quick Step II

    *Prerequisite*: Quick Step *Benefit*: This talent grants a bonus basic action that must be used on movement.

  • Quick Step III

    *Prerequisite*: Quick Step II *Benefit*: This talent grants a bonus basic action that must be used on movement.

  • Dual Weapon Training

    *Prerequisite*: Dexterity 15 *Benefit*: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. *Normal*: If you wield a second weapon in …

  • Dual Weapon Mastery

    *Prerequisite*: [[Dual Weapon Training]] *Benefit*: Your penalty for fighting with two weapons is reduced by two. This stacks with the reduction granted by [[Dual Weapon Training]] and [[Shield Specialist]].

  • Shield Specialist

    *Prerequisite*: Strength 13 *Benefit*: The penalties you receive from fighting with two weapons is reduced by 4 when you are using a shield in your off hand. This benefit stacks with those granted by [[Dual Weapon Training]] and [[Dual Weapon Mastery …

  • Great Fortitude

    *Prerequisite*: None *Benefit*: You gain a +2 bonus on all Fortitude Saves. *Special*: You may take this talent more than once. The effects stack.

  • Lightning Reflexes

    *Prerequisite*: None *Benefit*: You gain a +2 bonus on all Reflex Saves. *Special*: You may take this talent more than once. The effects stack.

  • Iron Will

    *Prerequisite*: None *Benefit*: You gain a +2 bonus on all Will Saves. *Special*: You may take this talent more than once. The effects stack.

  • Toughness

    *Prerequisite*: None *Benefit*: Your maximum health is increased by an amount equal to 5 + your Constitution modifier. *Special*: This talent can be taken more the once. The effects stack.

  • Evasion

    *Prerequisite*: None *Benefit*: When you successfully make a Reflex save against an effect that would normally cause half damage on a successful save, you instead suffer no damage. You only gain this benefit while wearing light or no armor.

  • Improved Evasion

    *Prerequisite*: Evasion *Benefit*: This ability works like Evasion, except that while the you still takes no damage on a successful Reflex save against attacks, henceforth you take only half damage on a failed save.

  • Slippery Mind

    *Prerequisite*: None *Benefit*: If you are affected by mind affecting spell or effect and fails your saving throw, you can attempt it again at the same DC. You get only this one extra chance to succeed on her saving throw. You can use this talent once …

  • Barbaric Rage

    *Prerequisite*: Endurance 3 *Benefit*: You can fly into a rage a number of times equal to your Endurance -2. In a rage, a you temporarily gains a +2 bonus to Strength, a +2 bonus to Endurance, and a +2 bonus on Will saves, but you take a -2 penalty to …

  • Counterstrike

    *Prerequisite*: Opportunist *Benefit*: Once per round after successfully blocking or dodging an attack, you gain an attack of opportunity.

  • Relentless Pursuit

    *Prerequisite*: None *Benefit*: Once per round after one of your attacks is dodged, you gain a bonus complex action that must be used to make a physical attack. This attack is made at a -4 penalty.

  • Beat and Strike

    *Prerequisite*: None *Benefit*: Once per round after one of your attacks is blocked, you gain a bonus complex action that must be used to make a physical attack. This attack is made at a -4 penalty.

  • Weapon Specialization

    *Prerequisite*: Skill rank 1 in the weapon style of your chosen weapon *Benefit*: Choose a particular weapon. You gain a +2 bonus to all attack and defense rolls made using your chosen weapon. *Special*: You can take this talent multiple times. …

  • Weapon Mastery

    *Prerequisite*: Weapon Specialization, Skill Rank 3 in the weapon style of your chosen weapon *Benefit*: While you are wielding a weapon for which you possess the weapon specialization talent, you gain a bonus complex action that must be used on either …

  • Master Summoner

    *Prerequisites*: Summon *Benefit*: You may have one additional creature summoned at any given time. *Special*: You may select this talent multiple times. Its effects stack.

  • Persistent Summons

    *Prerequisites*: Summon *Benefit*: Your summons remain in existence while you are unconscious, and for a number of rounds after your death equal to your skill level.

  • Familiar

    *Prerequisite*: Sorcery 1 or Illusion 1 or Psionics 1 or Abjuration 1 or Conjuration 1 or Necromancy 1 *Benefit*: You gain a familiar. A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a …

  • Eldritch Force

    *Prerequisite*: Eldritch Blast *Benefit*: This talent modifies your Eldritch Blast by adding significant concussive force, potentially knocking foes from their feet when they are struck. If the target is struck, they must make a Fortitude Save at DC 10 …

  • Telepathic Disruption

    *Prerequisites*: Telepathic Blast *Benefit*: When using Telepathic Blast, instead of targeting a single creature you may create a 30ft cone-shaped spread. *Special*: You may select this feat multiple times. Each time after the first increases the …

  • Telepathic Suggestion

    *Prerequisite*: Telepathy *Benefit*: As a complex action you influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound …

  • Telepathic Domination

    *Prerequisite*: Telepathy, Telepathic Suggestion, Psionics 5 *Benefit*: As a complex action you can control another character’s mind, and therefore actions. The creature must make a Will save (DC = 10 + half your Psionics skill rank + your Intelligence …

  • Summon

    *Prerequisites*: Conjuration 1 *Benefit*: Select one creature from the list below. As a full-round action you may summon that creature in an adjacent space, and it persists until it is killed, banished, or dismissed by you. Summoned creatures instantly …

  • Aegis

    *Prerequisite*: Abjuration 1 *Benefit*: Select one of the following effects which you can create as a basic action. You may only have one such effect in existence at a time. These effects last for one round/skill rank. The recipient of this effect must …

  • Extra Aegis

    *Prerequisites*: Aegis *Benefit*: You may have one additional aegis of each type in effect at a time. *Normal*: You may only have one aegis of each type you can use in affect at a time. Special: You may select this feat multiple times. Its effects …

  • Perfected Aegis

    *Prerequisite*: Two separate Aegis talents *Benefits*: You may combine the effects of two types of Aegis that you can cast into a single Aegis.

  • Reflective Aegis

    *Prerequisite*: Aegis *Benefit*: When one of your Aegis effects completely negates damage to its recipient, the source of that attack suffers the damage that the Aegis recipient would have suffered had their been no Aegis in place.

  • Mass Aegis

    *Prerequisite*: Aegis *Benefit*: When you use your Aegis ability, rather than bestowing the Aegis upon a single individual, you can instead bestow the Aegis upon all allies within thirty feet of you. If you choose to use this ability, the bonus conferred …

  • Dispel Magic

    *Prerequisite*: Abjuration 1 *Benefit*: This talent grants two notable abilities. First, as a complex action you can attempt end any ongoing magical effect within range (25 feet + 5 feet/skill rank). To do this, select the effect and make contested …

  • True Seeing

    *Prerequisite*: Dispel Magic, Abjuration 10 *Benefit*: You automatically see through illusions.

  • Rapid Dispelling

    *Prerequisite*: Dispel Magic *Benefit*: You can use your dispel magic ability as a basic action.

  • Banishment

    *Prerequisite*: Dispel Magic *Benefit*: As a complex action you can attempt to banish another spellcaster's summoned minion from the vicinity. Make a contested Abjuration skill check opposed by the summoner's Conjuration skill. If you are successful, the …

  • Expel Vestige

    *Prerequisite*: Bind Vestige *Benefit*: Once per day, you can attempt to expel a vestige to which you are bound. To do so, you must draw its seal and go through the entire process of summoning it again. If you succeed on the new binding check, you expel …

  • Extra Vestige

    *Prerequisite*: Bind Vestige *Benefit*: You can bind one additional vestige at any given time. *Special*: You can take this talent multiple times. Its effects stack. *Normal*: You can only have one vestige bound at any given time.

  • Bind Vestige

    *Prerequisite*: Conjuration 1 *Benefit*: By employing a short ritual, you can contact an otherworldly spirit called a vestige and make a pact with it. To contact a vestige, you must draw its unique seal visibly on a surface (generally on the ground), …

  • Suppress Sign

    *Prerequisite*: Bind Vestige *Benefit*: When you make a good pact, you can choose not to display the signs of the vestige that you have bound.

  • Shield Master

    *Prerequisite*: Shield Specialist *Benefit*: While you are wielding a shield in one hand, you gain a bonus action each round that must be used on either an attack or a block attempt with your shield.

  • Veteran Combatant

    *Prerequisite*: Any two of the following talents: Unwavering Defense, Quick Casting, Master Counterspeller, Evasive Master, Unending Assault *Benefit*: This talent grants a bonus complex action each round. There are no limitations on how this action …

  • Quick Casting

    *Prerequisite*: None *Benefit*: This talent grants a bonus action that must be used to cast a spell. Additionally, your maximum health is increased by 3.

  • Master Counterspeller

    *Prerequisite*: None *Benefit*: This talent grants a bonus complex action that must be used on a counterspell attempt. Additionally, your maximum health is increased by 3 points.

  • Acrobatic Dodge

    *Prerequisite*: Acrobatics 3 *Benefit*: Once per round when you make a dodge attempt, you may add your Acrobatics skill rank to the result of the check. You can only use this talent if while you are wearing light or no armor.

  • Unwavering Defense

    *Prerequisite*: None *Benefit*: This talent grants a bonus complex action that must be used on a block attempt. Additionally, your maximum health is increased by 3 points.

  • Evasive Master

    *Prerequisite*: None *Benefit*: This talent grants a bonus complex action that must be used on a dodge attempt. Additionally, your maximum health is increased by 3 points.

  • Unending Assault

    *Prerequisite*: None *Benefit*: This talent grants a bonus complex action that must be used on a physical attack. Additionally, your maximum health is increased by 3 points.

  • Quick Step

    *Prerequisite*: None *Benefit*: This talent grants a bonus basic action that must be used on movement.

  • Death Attack

    *Prerequisite*: None *Benefit*: You can study a target without attacking for up to three rounds and then make an attack with a melee weapon with a bonus of +5 for each round of study. Studying a target is a full-round action.

  • Sniper

    *Prerequisite*: Weapon Specialization in a type of crossbow) *Benefit*: You can study a target without attacking for up to three rounds and then make an attack with a crossbow with a bonus of +5 for each round of study. Studying a target is a full- …

  • Rapid Shot

    *Prerequisite*: Weapon Specialization in longbows or short bows *Benefit*: While wielding a longbow or a short bow, you gain a bonus complex action that must be used to make an attack with your bow. This bonus attack is made at a -5 penalty. You only …

  • Slashing Flurry

    *Prerequisite*: Weapon Specialization in a weapon from the swords group *Benefit*: When you use a complex action to make an attack with a sword, you gain a bonus complex action that must be used to make an attack with that weapon. This bonus attack is …

  • Brutal Strike

    *Prerequisite*: Weapon Specialization in an axe *Benefit*: When you successfully strike a foe with an axe, you cause an extra 2 points of damage.

  • Crushing Blow

    *Prerequisite*: Weapon Specialization in a mace *Benefit*: When you successfully strike a foe with a mace, it must make a Fortitude save (DC = 10 + damage cause by your attack) or be dazed for one round.

  • Dance of Death

    *Prerequisite*: Weapon Specialization in a dagger *Benefit*: Once per round when you make a successful attack with a dagger, you gain a bonus complex action that must be used on a dodge attempt.

  • Flurry of Blows

    *Prerequisite*: Improved Unarmed Strike *Benefit*: Once per round when you make an unarmed attack, you gain a bonus complex action that must be used to make an unarmed strike. You can only use this talent if you are wearing light or no armor.

  • Flow like Water

    *Prerequisite*: Improved Unarmed Strike *Benefit*: If you are not wielding a weapon and are wearing light or no armor, you gain a bonus complex action that must be used on a dodge attempt.

  • Quivering Palm

    *Prerequisite*: Improved Unarmed Strike *Benefit*: Your unarmed strikes cause an extra 2d6 bonus damage when you take raises.

  • Acrobatic Recovery

    *Prerequisite*: Acrobatics 3 *Benefit*: If an effect causes you to fall prone, you can make a DC 15 Acrobatics check to remain on your feet.

  • Master Manipulator

    *Prerequisite*: Persuasion 1 *Benefit*: This talent grants two new uses for the Persuasion skill. You must share a language with a creature to use these options against it. Neither ability functions during combat. * _Captivating Speech_: You can …

  • Opportunist

    *Prerequisite*: None *Benefit*: You can take an additional attack of opportunity each round. You may still only make one attack when an opportunity attack is provoked. *Special*: You may select this talent more than once. Each time grants you an …

  • Karmic Strike

    *Prerequisite*: Opportunist *Benefit*: Once per round when an opponent strikes you with a melee attack, you may make an attack of opportunity against that opponent.

  • Defensive Sweep

    *Prerequisite*: Opportunist *Benefit*: If an opponent begins his action adjacent to you and does not move, he provokes an attack of opportunity from you immediately after his turn ends. This talent does not give you any ability to make additional …

  • Combat Panache

    Your glowing personality and sharp performance abilities allow you to navigate the battlefield on sheer chutzpah alone. While others rely on swords and armor, you use your cutting wit and ability to manipulate others. *Prerequisites*: Deception 1, …

  • Combat Cloak Expert

    You are adept at turning your cloak into a vital part of your combat repertoire. By twirling it about you, sweeping it over enemies, and using it to conceal your weapon, you can catch an opponent by surprise. Prerequisites: None Benefit: This talent …

  • Point Blank Shot

    *Prerequisites*: Rapid Shot or Sniper *Benefit*: Making ranged attacks do not provoke attacks of opportunity.

  • Master Sorcerer

    *Prerequisites*: Sorcerer Training, Sorcery 5 *Benefit*: You do not provoke attacks of opportunity for casting spells using the Sorcery skill.

  • Master Illusionist

    *Prerequisites*: Illusion 5 *Benefit*: You do not provoke attacks of opportunity for casting spells using the Illusion skill.

  • Master Psion

    *Prerequisites*: Psionics 5 *Benefit*: You do not provoke attacks of opportunity for casting spells using the Psionics skill.

  • Master Abjurer

    *Prerequisites*: Abjuration 5 *Benefit*: You do not provoke attacks of opportunity for casting spells using the Abjuration skill.

  • Master Conjurer

    *Prerequisites*: Conjuration 5 *Benefit*: You do not provoke attacks of opportunity for casting spells using the Conjuration skill.

  • Master Necromancer

    *Prerequisites*: Necromancy 5 *Benefit*: You do not provoke attacks of opportunity for casting spells using the Necromancy skill.

  • Infernal Favor

    *Prerequisites*: Religion 1, must worship a dark god *Benefit*: When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of …

  • Divine Favor

    *Prerequisites*: Religion 1, must worship a light or neutral god *Benefit*: When you attempt an attack, save, or check of any sort, you can beseech the divine powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this …

  • Infernal Aura

    *Prerequisites*: Infernal Favor *Benefit*: You can generate an aura of fear as a free action. All living creatures within 10 feet must succeed on a Will save (DC 10 + 1/2 your Religion skill rank + your Charisma modifier) or become shaken for 1d3 …

  • Infernal Sight

    *Prerequisites*: Infernal Favor *Benefit*: ou gain darkvision out to 60 feet. If you already have darkvision, its range improves by 60 feet. In addition, as a free action, you can gain blindsight out to 30 feet for 5 rounds. Use of your blindsight …

  • Infernal Stamina

    *Prerequisites*: Infernal Favor, Religion 3 *Benefit*: You gain 5 extra hit points. These hit points add to your maximum hit points, just like hit points from any other source. In addition, once per day you gain fast healing equal to your Religion …

  • Infernal Tongue

    *Prerequisites*: Infernal Favor *Benefit*: As a basic action, you can speak soothing words of friendship and amity to any opponent within 60 feet. The target must be able to hear and understand you. The target must make a Will save (DC 10 + 1/2 your …

  • Divine Might

    *Prerequisites*: Divine Favor *Benefit*: As a free action, spend one of your Divine Favor uses to add your Charisma to your weapon damage for 1 full round.

  • Divine Cleansing

    *Prerequisites*: Divine Favor *Benefit*: As a basic action, you can spend one of your Divine Favor uses to grant all allies (including yourself) within a 60-foot burst a +2 sacred bonus on Fortitude saving throws for a number of rounds equal to your …

  • Animate Dead

    *Prerequisites*: Necromancy 1 *Benefit*: You a mastered a dark ritual that allows you to raise and control undead minions. This ritual takes ten minutes to prepare and complete, so it is not possible to use it while engaged in combat. Raising an undead …

  • Master of the Dead

    *Prerequisites*: Animate Dead *Benefit*: Your allotment of Necromatic Control Points increases by 5. Additionally, as a complex action you can attempt to seize control of one undead creature that is within 30 feet of you. The target creature must make …

  • Corpsecrafter

    *Prerequisites*: Animate Dead *Benefit*: Undead creatures that you raise using your Animate Dead spell receive +1 to their Strength and Endurance ratings. Additionally, your allotment of Necromantic Control Points is increased by 3.

  • Elusive Target

    *Prerequisites*: None *Benefit*: Your Passive Defense TN increased by 2. *Special*: You make take this talent more than once. The effects stack.

  • Nimble Bones

    *Prerequisites*: Corpsecrafter *Benefit*: Undead that you create gain a +1 bonus to their Agility rank. Additionally, your allotment of Necromantic Control Points is increased by 3.

  • Hardened Flesh

    *Prerequisites*: Corpsecrafter *Benefit*: Undead that you create receive a +2 bonus to their natural armor rating. Additionally, your allotment of Necromatic Control Points is increased by 3.

  • Necrotic Detonation

    *Prerequisites*: Corpsecrafter, Necromancy 5 *Benefit*: As a complex action, you can utter a word of magic that causes an undead creature that you created to explode in a pulse of necrotic energy that damages any living creatures within 10 feet of the …

  • Divine Censure

    *Prerequisites*: Divine Favor *Benefit*: You can spend one of your uses of Divine Favor as a complex action to channel your god's outrage, condemning all demons and undead within 30 feet. Such creatures must make a Will save (DC 10 + 1/2 your Religion …

  • Divine Armor

    *Prerequisites*: Divine Favor *Benefit*: You call upon your deity to protect you in your hour of need by wreathing you in divine power that wards off your enemies' attacks. As a basic action, you can expend a use of Divine Favor to gain a bonus to your …

  • Devil's Own Luck

    *Prerequisites*: None *Benefit*: When making any kind of skill check, you can use your Luck rank in place of any other primary attribute. You can use this talent a number of times per day equal to your Luck rank.

  • Eldritch Bolt

    *Prerequisites*: Eldritch Blast *Benefit*: When using Eldritch Blast, instead of targeting a single creature you may create a 60ft line. A Reflex save (DC = 10 + half your Sorcery rank + your Intelligence modifier) halves this damage. *Special*: You …

  • Bestow Curse

    *Prerequisites*: Necromancy 1 *Benefit*: This talent allows you to level a debilitating curse on a single target that is within 25 feet + 5 feet/Necromancy skill rank. The target makes a Will save (DC = 10 + half your Necromancy skill rank + your …

  • Doom of Damocles

    *Prerequisites*: Bestow Curse, Necromancy 5 *Benefit*: Creatures afflicted by one of your curses take 1d6 points of necrotic damage every round that they are afflicted by the curse.

  • Psychometabolic Feedback

    *Prerequisites*: Psionics 1 *Benefit*: A a complex action, you can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one ability score you would like to boost, and increase it by the same amount …

  • Energy Adaptation

    *Prerequisites*: Psychometabolic Feedback *Benefit*: As a complex action, you can cause your body to assimilate some of the effect of an energy attack and convert it to harmless light. You gain resistance against any attack that deals acid, cold, …

  • Arcane Sight

    *Prerequisites*: *Benefit*: At will, you can discern the presence and nature of magical auras in the vicinity. While using this ability, your eyes glow blue. By concentrating on a specific object as a complex action, you can determine its general …

  • Augury

    *Prerequisites*: Arcane Sight *Benefit*: An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per skill level, to a maximum …

  • Rapid Shapeshift

    *Prerequisites*: Shapeshift *Benefit*: The action required for you to use the Shapeshift feat improves by one step on the following progression: full-round action->complex action->basic action->free action. *Special*: You may select this feat …

  • Touch of the Grave

    *Prerequisites*: Necromancy 1 *Benefit*: You have learned to harness necromantic energy to duplicate the powers of various forms of undead. When you learn this talent, select one of the following effects. Casting this spell requires a complex action …

  • Phantom Hand

    *Prerequisites*: Touch of the Grave *Benefit*: You can create a spectral hand that allows you to inflict your Touch of the Grave at a distance of up to 30 feet. You can now make an attack roll using your Necromancy skill to touch the target with your …

  • Contagion

    *Prerequisites*: Touch of the Grave *Benefit*: Any living creatures adjacent to the target you touch using your Touch of the Grave spell must make a Fortitude save (DC = 10 + half your Necromancy skill + your Intelligence modifier) or be affected by …

  • Shadow Weaving

    *Prerequisites*: Illusion 1 *Benefit*: The shadows themselves twist around you at your call. You can use your Illusion skill in place of your Defense skill when making dodge attempts.

  • Terror

    *Prerequisites*: Enchantement (Fear) *Benefit*: As a complex action, you can create an invisible cone of terror 30 feet long that causes each living creature in the area to become panicked for 1d4 + 1 rounds unless it succeeds on a Will save (DC = 10 + …

  • Weird

    *Prerequisites*: Enchantment (Phantasmal Killer), Illusion 5 *Benefit*: As a full-round action you can weave a powerful enchantment around a single creature within 30 feet that allows you almost total control over their senses. The target receives a …

  • Solidify Shadow

    *Prerequisites*: Shadow Evocation or Shadow Conjuration *Benefit*: Your Shadow Evocations and Shadow Conjurations are 40% as effective as they would be if they were not illusory. *Special*: You can take this talent multiple times. Each time …

  • Farsight

    *Prerequisites*: Arcane Sight *Benefit*: By concentrating you can see and hear a distant location almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one, such …

  • Scrying

    *Prerequisites*: Arcane Sight *Benefit*: You learn a special hour-long ritual that allows you to see and hear some creature, which may be at any distance. If the subject succeeds on a Will save (DC = 10 + half Sorcery skill rank + your Intelligence …

  • Shadow Evocation

    *Prerequisites*: Shadow Weaving *Benefit*: This spell allows you to create a semi-real illusion that duplicates the effects of the Eldritch Blast spell. You use your Illusion skill in place of the Sorcery skill. As the blast is only partially real, you …

  • Body Equilibrium

    *Prerequisites*: Psychometabolic Feedback, Psionics 3 *Benefit*: You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking …

  • Empathic Transfer

    *Prerequisites*: Psychometabolic Feedback *Benefit*: As a complex action you heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a …

  • Shadow Conjuration

    *Prerequisites*: Shadow Weaving *Benefit*: This spell allows you to create a quasi-real Illusion that duplicates the effects of the Summon spell. You use your Illusion skill in place of the Conjuration skill. A creature you summon with this spell has …

  • Temporal Manipulation

    *Prerequisites*: Sorcery 3 *Benefit*: As a complex action, you can manipulate the flow of time surrounding a target creature within 30 feet. If the target is not willing, it receives a Fortitude save (DC = 10 + half your Sorcery skill rank + your …

  • Temporal Statis

    *Prerequisites*: Temporal Manipulation, Sorcery 10 *Benefit*: As a full-round action, you can freeze a single creature in time. This spell requires a successful touch attack and the target receives a Fortitude save (DC = 10 + half your Sorcery skill …

  • Time Stop

    *Prerequisites*: Temporal Manipulation, Sorcery 10 *Benefit*: As a complex action you seem to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at …

  • Energy Conversion

    *Prerequisites*: Energy Adaptation *Benefit*: Rather than discharging energy that you absorb with your Energy Adaptation spell as light, you can discharge it as a blast of destructive force. Whenever you take damage that is reduced by your Energy …

  • Telekinetic Crush

    *Prerequisites*: Telekinesis *Benefit*: Your telekinetic force can constrict around targets that it has grappled, causing 1d6 damage with a successful grapple check.

  • Black Tentacles

    *Prerequisites*: Creation (Wall of Gloom), Conjuration 5 *Benefit*: As a complex action, this spell conjures a 20 foot diameter field of rubbery black tentacles, each 10 feet long. The center of the field must be within 60 feet of you when you cast …

  • Wall of Thorns

    *Prerequisites*: Creation (Entangling Roots), Conjuration 5 *Benefit*: As a complex action, you create a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger within 60 feet. Any creature forced into or …

  • Wall of Ice

    *Prerequisites*: Creation (Ice Slick), Conjuration 5 *Benefit*: This spell creates an anchored plane of ice or a hemisphere of ice as a complex action, depending on the version selected. A wall of ice cannot form in an area occupied by physical …

  • Persistent Creation

    *Prerequisites*: Creation *Benefit*: Your creations remain in existence while you are unconscious, and for a number of rounds after your death equal to your skill level.

  • Creation

    *Prerequisites*: Conjuration 1 *Benefit*: You have learned one of a number of spells that allow you to create hazardous obstacles on the battlefield. When you learn this talent, choose one of the creations below that you can conjure as a complex action …

  • Extra Creation

    *Prerequisites*: Creation *Benefit*: You can maintain an additional creation at any given time. *Special*: You can learn this talent more than once. Each time allows you to maintain an additional creation.

  • Sorcerer Supreme

    *Prerequisites*: Sorcery 10, Master Sorcerer *Benefit*: When an opponent provokes an attack of opportunity from you, rather than making a physical attack, you can cast a Sorcery spell requiring either a complex or basic action.

  • Beguiler

    *Prerequisites*: Illusion 10, Master Illusionist *Benefit*: When an opponent provokes an attack of opportunity from you, rather than making a physical attack, you can cast an Illusion spell requiring either a complex or basic action.

  • Cerebremancer

    *Prerequisites*: Psionics 10, Master Psion *Benefit*: When an opponent provokes an attack of opportunity from you, rather than making a physical attack, you can cast a Psionics spell requiring either a complex or basic action.

  • Abjurant Champion

    *Prerequisites*: Abjuration 10, Master Abjurer *Benefit*: When an opponent provokes an attack of opportunity from you, rather than making a physical attack, you can cast an Abjuration spell requiring either a complex or basic action.

  • Horizon Walker

    *Prerequisites*: Conjuration 10, Master Conjurer *Benefit*: When an opponent provokes an attack of opportunity from you, rather than making a physical attack, you can cast a Conjuration spell requiring either a complex or basic action.

  • Dread Necromancer

    *Prerequisites*: Necromancy 10, Master Necromancer *Benefit*: When an opponent provokes an attack of opportunity from you, rather than making a physical attack, you can cast a Necromancy spell requiring either a complex or basic action.

  • Weapon Finesse

    *Prerequisites*: Dexterity 13 *Benefit*: When using certain weapons, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

  • Precise Strike

    *Prerequisites*: Weapon Finesse *Benefit*: With a light weapon, rapier, or whip made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on damage rolls. If you carry a shield, its armor check …

  • Control Wind

    *Prerequisites*: Nature Sense *Benefit*: By utilizing a secret hour-long ritual, you alter wind force in the area surrounding you for 10 minutes per Druidism skill rank that you possess. You can make the wind blow in a certain direction or manner, …

  • Call Lightning

    *Prerequisites*: Nature Sense *Benefit*: As a full-round action, you can call forth the power of the storm. Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of …

  • Earthbolt

    *Prerequisites*: Nature Sense *Benefit*: With a shout, you strike the ground at your feet and create a wave of seismic force that causes earth, rock, and sand to fly into the air, striking creatures along its path. This spell requires a complex action …

  • Improved Critical

    *Prerequisites*: None *Benefit*: Your critical damage bonus is increased by 1 regardless of what weapon you are using. *Special*: You can learn this talent more than once. The effects stack.

  • Reckless Attack

    *Prerequisites*: None *Benefit*: The maximum attack roll penalty you can impose when making critical strikes in increased by 5. *Special*: You can learn this talent more than once. The effects stack.

  • Master Druid

    *Prerequisites*: Druidism 5 *Benefit*: You do not provoke attacks of opportunity for casting spells using the Druidism skill.

  • Blackclad

    *Prerequisites*: Druidism 10, Master Druid *Benefit*: When an opponent provokes an attack of opportunity from you, rather than making a physical attack, you can cast a Druidism spell requiring either a complex or basic action.

  • Wild Empathy

    *Prerequisites*: Druidism 1 *Benefit*: A druid can improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person. The druid rolls 1d20 and adds her Druidism rank and her Charisma …

  • Nature Sense

    *Prerequisites*: Druidism 1 *Benefit*: You gain a bonus on your Survival skill checks equal to your Druidism skill rank. Additionally, you can flawlessly predict the weather up to 24 hours out.

  • Trackless Step

    *Prerequisites*: Wild Empathy *Benefit*: You leave no trail in natural surroundings and cannot be tracked. You may leave a trail if you wish. Additionally, your Druidism skill as added to the DC of any magical attempts to scry upon you.

  • Tongue of the Wild

    *Prerequisites*: Wild Empathy *Benefit*: You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, …

  • Rapid Shifting

    *Prerequisites*: Wild Shape *Benefit*: The action required for you to use the Wild Shape talent improves by one step on the following progression: full-round action->complex action->basic action->immediate action. *Special*: You may select this feat …

  • Extra Shape

    *Prerequisites*: Wild Shape *Benefit*: You can use your Wild Shape ability an additional time per day. *Special*: You can learn this talent multiple times. Each time allows you use your Wild Shape talent an additional time per day.

  • Improved Shape

    *Prerequisites*: Wild Shape *Benefit*: You can take the form the more savage dire variant of any animal that you are able to take.

  • Wild Shape

    *Prerequisites*: Druidism 1 *Benefit*: You gain the ability to turn herself into any Small or Medium animal and back again once per day. Your options for new forms include all creatures with the animal type. This ability functions like the alternate …

  • Advanced Shifting

    *Prerequisites*: Wild Shape *Benefit*: You can assume the forms of tiny and large animals in addition to small and medium sized animals.