Other Skill Talents

Acrobat

Cost: 5 Character Points
Prerequisite: Trained in Athletics

You become more nimble. As an action, you can make a DC 15 Athletics check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.

Animal Handler

Cost: 5 Character Points
Prerequisite: Trained in Animal Handling

You master the techniques needed to train and handle animals. You can use an action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

Arcanist

Cost: 5 Character Points
Prerequisite: Trained in Arcana

You master the theory and practice of magic. You can cast the Detect Magic spell as a ritual.

Brawny

Cost: 5 Character Points
Prerequisite: Trained in Athletics

You become stronger and count as if you were one size larger for the purpose of determining your carrying capacity.

Charming Persona

Cost: 5 Character Points
Prerequisite: Trained in Persuasion

You’ve master the art of charming those around you. If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check vs the creature’s passive Insight. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Empathic

Cost: 5 Character Points
Prerequisite: Trained in Insight

You possess keen insight into how other people think and feel. You can use an action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make an Insight check vs the target’s passive Deception check. On a success, you have +1d on attack rolls and ability checks against the target until the end of your next turn.

Expert Tracker

Cost: 10 Character Points
Prerequisite: Trained in Survival

You take no penalty on survival checks made to track while moving at your normal speed.

Investigator

Cost: 5 Character Points
Prerequisite: Trained in Investigation

You have an eye for detail and can pick out the smallest clues. Once per turn, you can take the Seek action as a free action.

Loremaster

Cost: 5 Character Points
Prerequisite: Trained in Lore

When you take the Aid action to support another creature’s ability check, you can make a DC 15 Lore check. On a success, that creature’s check gains +1d, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.

Medic

Cost: 5 Character Points
Prerequisite: Trained in Medicine

You master the physician’s arts. During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Medicine check for each creature. On a success, if a creature rolls a recovery die during this rest, then that creature can forgo the roll and instead regain the maximum number of stamina that the die can restore. A creature can do so only once per rest.

Naturalist

Cost: 5 Character Points
Prerequisite: Trained in Nature

Your extensive study of nature allow you to cast the Detect Poison and Disease spell as a ritual.

Performer

Cost: 5 Character Points
Prerequisite: Trained in Performance

You master performance so that you can command any stage. While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Performance check vs the humanoid’s passive Insight check. If your check succeeds, you grab the humanoid’s attention enough that it makes Perception and Investigation checks with -1d until you stop performing.

Quick-Fingered

Cost: 5 Character Points
Prerequisite: Trained in Sleight of Hand

Your nimble fingers and agility let you perform sleight of hand. As an action, you can make a Sleight of Hand check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

Silver-Tongued

Cost: 5 Character Points
Prerequisite: Trained in Deception

You develop your conversational skill to better deceive others. As an action, you can attempt to deceive one humanoid that you can see within 30 feet of you, provided that it can also see and hear you. Make a Deception check vs the target’s passive Insight. On a success, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have +1d; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, then the target can’t be deceived by you in this way for 1 hour.

Stealthy

Cost: 5 Character Points
Prerequisite: Trained in Stealth

You know how best to hide. If you are hidden, you can move up to 10 feet in the open without revealing yourself, if you end the move in a position where you’re not clearly visible.

Survivalist

Cost: 5 Character Points
Prerequisite: Trained in Survival

You master wilderness lore. You can cast the Alarm spell as a ritual.

Theologian

Cost: 5 Character Points
Prerequisite: Trained in Theology

You master the theory and practice of theology. You can cast the Ceremony spell as a ritual.

Threatening

Cost: 5 Character Points
Prerequisite: Trained in Intimidation

You become fearsome to others. As an action, you can attempt to demoralise one humanoid that you can see within 30 feet of you, provided that it can also see and hear you. Make an Intimidation check vs the target’s passive Insight. On a success, the target is Frightened until the end of your next turn. If your check fails, the target can’t be Frightened by you in this way for 1 hour.