Talents

Talents are unique things your character can do. You can buy talents at their listed experience cost if you meet their prerequisites. You cannot take a talent multiple times unless it otherwise specifies, if you do take it multiple times it is best represented by adding a number to the end of it on your character sheet so you remember how many times you have taken it already. Here in the talents section prerequisites are expressed based on base attribute scores, not modifier.

Name Prerequisites Effect Cost
Adept: Arcane int: 12 You are capable of using arcane magic 5
Adept: Incarnum con: 12 You are capable of using incarnum magic 10
Adept: Pandem none You are capable of using pandem magic 5
Adept: Psionic will: 12 You are capable of using psionics (grants 10 mp) 10
Adept: Zankou Con: 12 dex: 12 will:12 You are capable of using Zankou 20
Ambidextrous Dex: 14 Dual wield penalties are reduced to -2, this can be taken again to reduce it to 0 15
Alien weapon proficiency Weapon Proficiency (any) Penalties for using any weapons you don't have a proficiency for are -2 30
Amor Proficiency
---(light)
None No penalties for wearing light armor 10
---(medium) Armor Proficiency (light) No penalties for wearing medium armor 20
---(heavy) Armor proficiency (medium) No penalties for wearing heavy armor 40
Craft Cybernetics none You can construct, modify, and repair cybernetic attachments. 20
Critical Killer Dex: 10 Expands your crit range by 2 20
---Critical Killer II dex: 14, critical killer Expands your crit range by 2 30
---Critical Killer III Dex: 16, critical killer II Expands your crit range by 2 40
Cybernetic Surgery none You can safely attach and remove cybernetic attachments, failing only on a roll below 3. 15
Cybernetic Being none The amount of cybernetics you can have safely increases by 1, you may take this multiple times. 20
Deadly Backstab Backstab ability Your backstab damage dice are now d8's 20
---Assassinate 15 dex, Deadly Backstab If opponent is totally unaware (non combatant, at ease) backstab always deals +8 damage instead of rolling the d8. 30
Duelist 12 Perception When you focus on a specific target you gain +2 to all defense and attack rolls, but you cannot take defense actions against other attackers and you suffer -4 to attack anyone other then your duelist target. Declaring a duelist focus is a free action. 10
---Expert Duelist 16 dex, Duelist As above, but with +3 to all defenses and attacks. 15
---Master Duelist 18 dex, Expert Duelist You can focus on up to 2 targets at once to engage in a dueling state and can take defensive actions against other attackers. 25
Enduring Fitness 6 Increases your max HP by your fitness. If your fitness increases in the future so does your health. 50
Execute 16 dex, assassinate ability If the first attack of a backstab roll crits, the target is instantly killed instead if their fitness total is lower then your base dex. 50
Jack of all trades none You've learned quite a bit and can do a little bit of everything. No skill check is treated as untrained. 40
Planetary Adaptation none Life on a planet has altered you to suit its harsh climate. 15
Skill Training none

A chosen skill becomes trained.

20
Spell Assassin Surprise blast (ability) Spell sneak attack bonus damage die is now a d8. 25
Ultra Immune System 10 Fitness +4 to checks against disease, poison, attribute drains, and radiation. 30
Unflinching 14 Constitution or 14 Will Can declare defense actions after seeing the attacker's roll. 30
Weapon Proficiency none No penalty for using selected weapon type instead of the usual -1, this also confers a new skill called weapon proficiency ______ (fill in the line with the type or style you choose). 10
---Weapon Specialty Weapon proficiency with weapon Increases critical range with that weapon type by 1 15
---Weapon Mastery Weapon specialty with weapon Confers +1 damage to weapon type 15

 

Planetary Adaptaion
Your physiology has been altered by life on lands with a harsh climate or adverse environmental conditions.
Arid: +2 bonus on natural checks in desert areas

Cold: +2 on natural checks in snow/cold areas

Darkness: Darkvision 20m, black and white only but otherwise works as normal sight.

Water: +2 on swim checks and can hold breath for a number of rounds equal to your Fitness