Talent Trees
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Armor Specialist Talent Tree

Armor Mastery: The maximum Dexterity bonus of your armor improves by +1. You must be proficient with the armor you are wearing to gain the benefit.
Prerequisite: Armored Defense

Armored Defense: When calculating your Reflex defense, you may add either your heroic level or your armor bonus, whichever is higher. You must be proficient with the armor you are wearing to gain this benefit.

Improved Armored Defense: When calculating your Reflex defense, you may add your heroic level plus one-half your armor bonus (rounded down) or your armor bonus, whichever is higher. You must be proficient with the armor you are wearing to gain this benefit.
Prerequisite: Armored Defense

Juggernaut: Your armor does not reduce your speed or the distance you can move while running. You must be proficient with the armor you are wearing to gain this benefit.
Prerequisite: Armored Defense

Second Skin: When wearing armor with which you are proficient, your armor bonus to your Reflex defense and equipment bonus to your Fortitude defense both increase by +1.
Prerequisite: Armored Defense

Awareness Talent Tree

Acute Senses: You may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.

Expert Tracker: You take no penalty on Survival checks made to follow tracks while moving your normal speed. (Without this talent, you take a -5 penalty on Survival checks made to follow tracks while moving your normal speed.)
Prerequisite: Acute Senses

Improved Initiative: You may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
Prerequisite: Acute Senses

Keen Shot: You take no penalty on your attack roll when attacking a target with concealment (but not total concealment).
Prerequisite: Acute Senses

Uncanny Dodge I: You retain your Dexterity bonus to your Reflex defense regardless of being caught flat-footed or struck by a hidden attacker. You still loose your Dexterity bonus to your Reflex defense if you are immobilized.
Prerequisite: Acute Senses, Improved Initiative

Uncanny Dodge II: You cannot be flanked. You can react to opponents on opposite sides of you as easily as you can react to a single attacker.
Prerequisite: Acute Senses, Improved Initiative, Uncanny Dodge I

Brawler Talent Tree

Expert Grappler: You gain a +2 competence bonus on grapple attacks.

Gun Club: You can used a ranged weapon as a melee weapon without taking a penalty on your attack roll. (Normally, you take a -5 penalty on attack rolls made with an improved weapon.) The weapon is otherwise treated as a club in all respects.
If you are using a rifle with a mounted bayonet, you may wield that weapon as a double weapon. The bayonet is treated normally, and the other end is treated as a club.

Melee Smash: You deal +1 point of damage with melee attacks.

Stunning Strike: When you damage an opponent with a melee attack, your opponent moves an additional -1 step along the condition track if your attack roll equals of exceeds the target's damage threshold.
Prerequisite: Melee Smash.

Unbalance Opponent: You are skilled at keeping your opponents off balance in a melee combat. During your action, you designate an opponent no more than one size category larger or smaller than you. That opponent doesn't get to add his Strength bonus on attack rolls when targeting you. (If the opponent has a Strength penalty, he still suffers that penalty.) The opponent's Strength modifier applies to damage, as usual. You can select a new opponent on your next turn.
Prerequisite: Expert Grappler

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Brewer tree

Each time you pick the brewer talent, choose two items which you know how to create. You may now create these items with an hour of work and materials costing 50% of the item's sale value. Each talent lists the Knowledge (Alchemy) DC required to craft the item. If you fail the roll, you waste the day and the materials.

Item DC to make Cost to make Prerequisites
Potion DC 15 50gil
Hi-Potion DC 20 100gil Potion
X-Potion DC 25 250gil Hi-Potion
Phoenix Down DC 25 150gil
Antidote DC 15 25gil
Echo Grass DC 15 25gil
Eye Drops DC 15 25gil
Soft DC 15 25gil
Remedy DC 25 75gil Any two of the following talents:
Antidote, Echo Grass, Eye Drops, or Soft
Ether DC 20 50gil
Hi-Ether DC 25 250gil Ether
Elixir DC 30 500gil X-Potion & Hi-Ether

Camouflage Talent Tree

Hidden Movement: You're very good at hiding when mobile. You take no penalty on your Stealth check when moving your normal speed.
Prerequisite: Improved Stealth (see below)

Improved Stealth: You may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.

Total Concealment: Any situation that would give you concealment grants you total concealment instead.
Prerequisite: Hidden Movement, Improved Stealth

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Commando Talent Tree

Battle Analysis: As a swift action, you can make a DC 15 Knowledge (tactics) check. If the check succeeds, you know which allies and opponents in your line of sight are reduced to at least half of their maximum total hit points.

Cover Fire: When you make a ranged attack with a pistol or rifle, all allies within 6 squares of you when the attack is made gain a +1 bonus to Reflex defense until the start of your next turn. Allies within range don't need to be within your line of sight to gain this bonus.
Prerequisite: Battle Analysis

Demolitionist: When you use the Mechanics skill to place an Explosive device, the explosion deals +2 dice of damage. You may take this talent multiple times; its effects stack.

Draw Fire: You can distract opponents and convince them that you are the most tempting (or most dangerous) target in an area. As a swift action make a Persuasion check and compare the result to the Will defense of all opponents within line of sight. If the check result exceeds an opponent's Will defense, that opponent cannot attack any character within 6 squares of you until the start of your next turn as long as you do not have cover against that opponent. (The affected opponent may still attack you, however.)

Harm's Way: Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally's stead. Until the start of your next turn, any attack made against the protected ally affects you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made.
Prerequisite: Trained in the Initiative skill

Indomitable: Once per day as a swift action, you can move +5 steps on the condition track. This does not remove any persistent conditions that may be affecting you.
You can select this talent multiple times. each time you select this talent, you can use it one additional time per day.

Tough as Nails: You can catch a second wind one extra time per day. If you have this talent and the Extra Second Wind feat, you can catch your second wind a total of three times per day.

Dancer tree

Mystical Movement: When you take this talent, you must choose a school of magic to apply it too. You may cast spells from that school even while you are silenced or gagged as long as you can move freely. You make select this talent multiple times. Each time you do, it applies to a new school of magic that you know.

Elusive Grace: You may take 10 on Acrobatics checks to tumble even when distracted or threatened. Additionally, each threatened or occupied square that you tumble through only counts as one square of movement.

Blade Dance: When using a melee weapon, you may make two strikes as a single attack against a single target. You deal +1 die of damage with a successful attack.
The effects of this talent do not stack with the extra damage provided by the Mighty Swing feat.

Magic Dance: Whenever you cast a spell with a duration, you may extend the spell's duration indefinitely as long as you spend a move action each round to dance, maintaining the spell. You may not cast another spell while you are maintaining the first.

Improved Evasion: If you are hit by an area attack, you take 1/4 damage if the attack hits you. If the area attack misses you, you take no damage.
Prerequisite: Evasion

Dark Knight tree

Inspire Fear I: Your infamy and reputation are such that any opponent whose level is equal to or less than your character level takes a -1 penalty on attack rolls and opposed skill checks made against you, as well as Spellcraft checks made to activate Mist powers that target you. This is a mind-affecting fear effect.

Inspire Fear II: As Inspire Fear I (above), except that the penalty increases to -2.
Prerequisite: Inspire Fear I

Inspire Fear III: As Inspire Fear II (above) except that the penalty increases to -5.
Prerequisite: Inspire Fear II

Channel Aggression: If you succeed on an attack against a flanked opponent or any target that is denied it's Dexterity bonus to Reflex defense, you may spend a Mist point as a free action to deal additional damage to the target equal to 1d6 per your class level (maximum 10d6).

Channel Anger: You let your anger swell into rage, and channel it. As a swift action, you may spend a Mist point to gain a +2 rage bonus on melee attack rolls and melee damage rolls for a number of rounds equal to 5 + your Constitution modifier. At the end of this duration, you move -1 step along the condition track.
While raging, you cannot use skills that require patience and concentration, such as Mechanics, Stealth, or Spellcraft.
Prerequisite: Channel Aggression

Crippling Strike: Whenever you score a critical hit, you may spend a Mist point to also reduce the target's speed by half until he is fully healed (that is, restored to maximum hit points).
Prerequisite: Channel Aggression

Dark Sword tree

Dark Sword: As a standard action, you may spend a Mist Point to make a ranged attack roll against a target up to 6 squares away. If the attack equals or exceeds the target's Will defense, you may steal one spell from the target's suite and add it to your own. The target may refresh that spell normally, and once you cast the spell, you cannot recover it.

Night Sword: You can spend a Mist point to heal wounds by drawing life energy from another creature within 6 squares of you. Using this ability is a standard action, and you must succeed on a ranged attack roll. If the attack equals or exceeds the target's Fortitude defense, you deal 1d6 points of damage per your class level to the target and you heal an equal amount. If the attack fails, there is no effect.

Enchantment Tree

Attune Weapon: You may spend a Mist point to attune a weapon. Attuning the weapon takes a full round action. From that point forward, whenever you wield the attuned weapon, you gain a +1 Mist bonus on attack rolls. The weapon is attuned to you alone; others who wield the weapon do not gain the Mist bonus.

Empower Weapon: You may spend a Mist Point to empower a weapon Empowering the weapon takes a full-round action. From that point forward, the empowered weapon deals an additional die of damage, but only when wielded by you. (For example an empowered sword deals 3d8 points of damage instead of 2d8.) Others who wield the weapon do not gain the bonus damage die.

Mist Talisman: You may spend one Mist point to imbue a weapon or some other portable object with Mist, creating a talisman that provides protection to you. Creating the talisman takes a full-round action. While you wear or carry the talisman on your person, you gain a +1 Mist bonus to one of your defenses (Reflex, Fortitude, or Will). You may only have one Mist talisman active at any given time, and if your Mist talisman is destroyed, you may not create another Mist talisman for another 24 hours.

Greater Mist Talisman: As Mist Talisman (above), except that the talisman's Mist bonus extend to all three of your defenses (Reflex, Fortitude, and Will).
Prerequisites: Mist Talisman

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Esoteric Knowledge Tree

Educated: Thanks to your well rounded education, you may make any Knowledge check untrained.

Spontaneous Skill: Sometimes you surprise others with your skill. Once per day, you may make an untrained skill check as though you were trained in the skill. Exception: You cannot use this talent to make an untrained Spellcraft check
You can select this feat multiple times; each time you do, you can use it one additional time per day.
Prerequisite: Educated

Arcane Perception: You can make a Spellcraft check instead of a Perception check to avoid surprise, notice enemies, sense deception, or sense influence (See the Perception skill). You are considered trained in the Perception skill for purposes of using this talent. If you are entitled to a Perception check reroll, you may reroll your Spellcraft check instead (subject to the same circumstances and limitations).

Foresight: You may spend a Mist point to reroll an Initiative check, keeping the better of the two rolls. Additionally, if you roll a natural 20 on the Initiative check reroll, you immediately regain the Mist point spent to activate this talent.

Visions: Whenever you use the Astral magic spell farsight, you may spend a Mist point as a swift action to see into the target's past or future instead of the glimpsing the target in the present. You declare how far into the target's past or future you wish to look, up to a maximum of 1 year per character level. Any information gained about a target's future is subject to change, depending on whether steps are taken to alter that future.
Prerequisites: Magic training - Astral, farsight spell.

Expert Pilot Talent Tree

Elusive Dogfighter: When engaged in a dogfight, any enemy pilot engaged in the same dogfight takes a -10 penalty on attack rolls when you succeed on the opposed Pilot check.

Full Throttle: You can take 10 on Pilot checks made to increase your vehicle's speed. In addition, when you use the all-out movement action while piloting a vehicle, your vehicle moves up to five times its normal speed (instead of the normal x4)

Juke: When you fight defensively as the pilot of a vehicle, you may negate a weapon hit on your vehicle using the Vehicular Combat feat one additional time per round.
Prerequisite: Vehicular Evasion.

Keep it Together: Once per encounter, when a vehicle you're piloting takes damage that equals or exceeds its damage threshold, your vehicle avoids moving down the condition track.

Relentless Pursuit: You may roll twice fro any opposed pilot check made to initiate a dogfight, keeping the better result.

Vehicular Evasion: If the vehicle you are piloting is hit by an area attack, it takes half damage if the attack hits. If the area attack misses your vehicle, it takes no damage. You cannot use this talent when your vehicle is stationary or disabled.

Fencer Talent Tree

Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Athletics check to remain on your feet.

Arterial Strike: When attacking with a blade, you score a critical hit on a natural roll of 19 or 20. However, a natural 19 is not considered an automatic hit; if you roll a natural 19 and still miss the target, you do not score a critical hit.
Prerequisites: Duelist, Weapon Focus (light or heavy blades), Weapon Specialization (light or heavy blades), base attack bonus +12

Counter: Once per round when an opponent hits you with a melee attack, you may spend a Mist point as a reaction to make an immediate attack against that opponent.

Duelist: Once per encounter, you may spend a Mist point as a swift action to designate a single enemy in your line of sight. For the remainder of the encounter, you may reroll your first attack roll each round against that opponent, keeping the better result.

Heart of Battle: When wielding a blade, you gain a +1 bonus to your Reflex defense and Will defense.

Improved Feint: By harnessing your unique knowledge of blades, you can catch your opponent off guard by quick light thrusts and feinting movements. When wielding a sword, you may spend two swift actions to make a Deception check to feint in combat.
Prerequisites: Weapon Focus (light or heavy blades), Weapon Specialization (light or heavy blades), base attack bonus +12

Steel Wall: When you use the Blade Defense talent, you gain twice the normal deflection bonus to your Reflex defense when you are wielding two swords.
Prerequisites: Blade Defense talent, Heart of Battle

Surgical Strike: You may add your Dexterity bonus (instead of your Strength bonus) on damage rolls when wielding a sword. When you wield a sword two-handed, you may apply double your Dexterity bonus (instead of double your Strength bonus) to the damage.

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Flashing Blade Talent Tree

Block: As a reaction, you may negate a melee attack by making a successful Athletics check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Athletics check for every time you have used Block or Deflect since the beginning of your last turn. You must have a blade drawn and ready to use this talent, and you must be aware of the attack and not flat-footed.

Deflect: As a reaction, you may negate a ranged attack by making a successful Athletics check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Athletics check for every time you have used Block or Deflect since the beginning of your last turn. You must have a sword drawn and ready to use this talent, and you must be aware of the attack and not flat footed.
You can use this talent to deflect some of the damage of shots fired from a ranged weapon on autofire. If you succeed on the Athletics check, you take half damage if the autofire attack hits and no damage if the autofire attack misses. This talent has no effect on other area attacks (such as grenades, missiles, flamethrowers, and spell effects).
This talent cannot be used to negate attacks made by Colossal (frigate) or larger-size vehicles unless the attack is made with a point-defense weapon.

Blade Defense: As a swift action, you can use your sword to parry your opponents' attacks, gaining a +1 deflection bonus to your Reflex defense until the start of your next turn. You must have a sword drawn and ready to use this talent, and you don't gain the deflection bonus if you are flat footed or otherwise unaware of the incoming attack.
You can take this talent multiple times; each time you take this talent, the deflection bonus increases by +1 (to a maximum of +3)

Weapon Throw: You can hurl a light or heavy blade as a standard action, treating it as a thrown weapon. You are considered proficient with the thrown blade, and you apply the normal range penalties to the attack roll. The thrown blade deals normal weapon damage if it hits.

Fortune Tree

Fool's Luck: As a standard action, you can spend a Mist point to gain one of the following benefits for the rest of the encounter: a +1 luck bonus on attack rolls, a +5 luck bonus on skill checks, or a +1 luck bonus on all your defenses.

Fortune's Favor: Whenever you score a critical hit with a melee or ranged attack, you gain a free standard action. You must take the extra standard action before the end of your turn, or else it is lost.

Gambler: You gain a +2 competence bonus on Wisdom checks when you gamble (see Gambling)
You can select this talent multiple times; each time you take this talent, the competence bonus increases by +2.

Knack: Once per day, you may reroll a skill check and take the better result.
You can select this talent multiple times; each time you select it, you can use it one additional time per day.

Lucky Shot: Once per day, you can reroll an attack roll and take the better result.
You can select this talent multiple times; each time you select it, you can use it one additional time per day.
Prerequisite: Knack

Fringer Talent Tree

Barter: You may reroll any Persuasion check made to haggle. You must however, accept the results of the reroll.

Fringe Savant: Whenever you roll a natural 20 on a skill check during an encounter, you gain one temporary Mist point. If the Mist point is not used before the end of the encounter, it is lost.

Long Stride: Your speed increases by 2 squares if you are wearing light armor, mystic armor, or no armor. If you have a natural fly, climb, or swim speed, it increased by 2 squares as well. You cannot use this talent if you are wearing heavy armor.

Jury-Rigger: You may reroll any Mechanics check made to accomplish a jury-rigged repair. You must accept the results of the reroll.

Grenadier tree

Craft Grenade: You may craft a grenade which deals deals 4d6 damage of an elemental type in a 2x2 area. You must specify the elemental type of damage the grenade will deal on creation. It may be any of the following types: earth, fire, ice, lightning, wind, or water. To do so, you must make a successful Knowledge (alchemy) check DC 15, and spend 50 gil for raw materials.

Good Arm: You may treat all thrown weapon ranges as though they were double their actual value.

Throw Potion: If you take a –10 to your Treat Injury check when using a recovery item, you may target an ally or enemy up to 6 squares away. This range is doubled (to 12) with the Good Arm talent.

GunMage Talent Tree

Adept Spellcaster: You may use any Mist power that normally requires a swift action, move action, or standard action as a full-round action instead. If you choose to do so, you may reroll your Spellcraft check to activate that power, but you must accept the result of the reroll, even if it is worse.

Charm Beast: You may make a Spellcraft check in place of a Persuasion check when attempting to change the attitude of an undomesticated creature with an Intelligence of 2 or less. Additionally, you do not take the normal -5 penalty on the check if the creature can't speak or understand your language.

Command Beast: Whenever you manage to shift the attitude of a beast to indifferent or friendly, you may treat that creature as a domesticated animal - but for you only (it remains undomesticated in its response to other creatures). Additionally, you may use this beast as a mount, as per the Ride skill, provided that it is at least one size category larger than you and has a comfortable place for you to sit.
Prerequisite: Charm Beast

Equilibrium: As a swift action, you can spend a Mist point to remove all debilitating conditions affecting you and return to a normal state (see Conditions).

Fortified Body: You have learned to use your inner Chi to shield yourself against ailments, toxins, and radiation poisoning, making you immune to disease, poison, and radiation.
Prerequisite: Equilibrium

Arcane Fortification: As a reaction, you can spend a Mist point to negate a critical hit scored against you and take normal damage instead. you can spend this Mist point even if you've already spend a Mist point earlier in the round.

Gunner Talent Tree

Dogfight Gunner: While your vehicle is engaged in a dogfight, you take no penalty on your attack rolls with vehicle weapons even if you are not the pilot.
Prerequisite: Expert Gunner

Expert Gunner: You gain a +1 bonus on attack rolls made using vehicle weapons.

Quick Trigger: Whenever an enemy vehicle moves out of your square or an adjacent square, you may make a single attack against that vehicle as an attack of opportunity.
Prerequisite: Expert Gunner

System Hit: Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, you move that vehicle an additional -1 step on the condition track.
Prerequisite: Expert Gunner

Gunslinger Talent Tree

Debilitating Shot:If you aim before making a ranged attack you move the target -1 step along the condition track if the attack deals damage.

Deceptive Shot: Select one target in line of sight within 6 squares. You can spend two swift actions on the same turn to make a Deception check; if the check result equals or exceeds the target's Will defense, the target is denied its Dexterity bonus to Reflex defense against your attacks until the beginning of your next turn.

Improved Quick Draw: If you are carrying a pistol (either in your hand or in a holster), you may draw the pistol and make a single attack during the surprise round even if you are surprised. If you are not surprised, you may take any single action of your choice, as normal.

Knockdown Shot: If you aim before making a ranged attack and the attack hits, you knock the target prone. In addition, you deal damage as normal. You can't use this talent to knock down targets two or more size categories bigger than you.

Multiattack Proficiency (guns): Whenever you take multiple attacks with any type of gun as a full attack action, you reduce the penalty on your attack rolls by 2.
You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rolls by an additional 2.

Ranged Disarm: You can disarm an opponent using a ranged attack. If your ranged disarm attack fails, your opponent doesn't get to make a free attack against you.

Trigger Work: You take no penalty on your attack roll when using the Rapid Shot feat.

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High Arcana tree

Doom
End of all that comes, bring about the end of existence! Doom!
You call upon the powers at the end of time, and call forth a creature's doom.
Spend one Mist point, and make an opposed Spellcraft check verses the target's Fortitude defense. If you meet or exceed the target's Fortitude defense, they drop instantly to 0 hit points. If you fail, the Mist points are not spent, and the target takes 8d6 non-elemental damage.
Special: Doom is unaffected by the Reflect spell.
Prerequisite: Arcane Magic Training x3

Endless Illusion [mind-affecting]
Cloud the mind and swirl reality, bring about the Endless Illusion!
Spend one Mist point. Make a Spellcraft check verses the target’s Will defense. If you succeed, the target is affected as per the Confuse spell, with no duration.
Prerequisite: Arcane Magic Training x3

Comet
Fall from the sky and crush those who dare oppose me! Comet!
Spend a Mist Point. Make a Spellcraft check DC 30. If you succeed, Comet does 4d6 points of damage(fire) in a 4x4 area of your choosing.
Special: Comet is unaffected by the Reflect spell.
Prerequisite: Black Magic Training x3

Ultima
Brush off vanity and show reality! Explode with the force of infinite energy! Ultima!
Spend a Mist Point. Make a Spellcraft check verses the target’s Reflex defense. If you succeed, Flare does 8d6 points of damage(fire). If you fail, Flare deals 4d6 points of damage(fire) instead.
Special: Ultima is unaffected by the Reflect spell.
Prerequisite: Black Magic Training x3

Holy White Strike:
Oh light that exists at the beginning of all things, come forth! Bright light, shine down on bloody impurity! Strike! Holy White!
Spend a Mist Point. Make a Spellcraft check verses the target’s Will defense. If you succeed, Holy does 8d6 holy damage, If you fail, Holy deals 4d6 points of damage(holy) instead.
Special: Holy is unaffected by the Reflect spell.
Prerequisite: White Magic Training x3

Shield
Light, protect us from all harm! Shield!
Make a spellcraft check with a DC of 30. If you succeed, for the next five rounds you or one chosen ally is protected by a shimmering barrier of light. No attack that hits you, physical or magical, deals hit point damage. You can still be effected by status effects as per normal, but you take no hit point damage whatsoever. Talents or Feats that rely on dealing damage to have a special effect do not function on you while you are protected, and status effects that deal hit point damage (such as poison) deal no damage while you are protected.
Prerequisite:// White Magic Training x3

Meteor
Let the destruction of the universe claim all! Meteor!
Spend a Mist Point. Make a Spellcraft check verses the target’s Fortitude defense. If you succeed, the target takes 6d6 points of damage and moves –2 step along the condition track. If you fail, the target takes 3d6 points of damage and moves –1 step along the condition track.
Special: Meteor is unaffected by the Reflect spell.
Prerequisite: Astral Magic Training x3

X-Zone
Space, split and annihilate the enemy! X-Zone!
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, they are removed from any current conflict, and returned to a location that they regard as safe and secure, at least a kilometer away from thier current position. A dead target has a Will defense of 30 for purposes of this spell.
Prerequisite: Astral Magic Training x2

Holy Sword tree

Stasis Sword: You may spend a Mist Point as a standard action to make a ranged attack up to 6 squares away that deals 1d6 points of damage(holy) per your class level to the target. If your attack is equal to or greater than the target's Will defense, they are Stopped (as per the High Arcana) for 1d6 rounds.

Split Punch: You may spend a Mist Point as a standard action to make a ranged attack up to 6 squares away that deals 1d6 points of damage(holy) per your class level to the target. If you attack is equal to or greater than the target's Will defense, the target is Doomed (as the High Arcana) for 1d6 rounds.

Crush Punch: You may spend a Mist Point as a standard action to make a ranged attack up to 6 squares away that deals 1d6 points of damage(holy) per your class level to the target. If you score a critical hit, the target is reduced to 0 hit points instantly. This is a Death effect.

Lightning Stab: You may spend a Mist Point as a standard action to make a ranged attack up to 6 squares away that deals 1d6 points of damage(holy) per your class level to the target. If the attack also hits the target's will defense, they are silenced for 1d6 rounds.

Holy Explosion: You may spend a Mist Point to make a ranged attack roll along a line of effect 6 squares long that deals 1d6 points of damage(holy) per your class level to the target. If the attack is equal to or greater than the target's Will defense, the target is confused for 1d6 rounds. Roll on the table below to see what the confused character does.

d% Behavior
01-30 Attack neartest ally with melee or ranged weapons.
31-60 Do nothing but babble incoherently.
61-80 Flee away from caster at top possible speed.
81-100 Attack nearest creature (including allies).

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Influence tree

Presence: You can make a Persuasion check to intimidate a creature as a standard action (instead of a full-round action).

Demand Surrender: Once per encounter, you can make a Persuasion check as a standard action to demand surrender from an opponent who has been reduced to one-half or less of its hit points. If your check result equals or exceeds the target's Will defense, it surrenders to you and your allies, drops any weapons it is holding, and takes no hostile actions. If the target is higher level than you, it gains a +5 bonus to its Will defense. If you or any of your allies attack it, it no longer submits to your will and can act normally. You can only use this talent against a particular target once per encounter.
This is a mind-affecting effect.
Prerequisite: Presence

  • Note: The target may still decide to surrender even if you fail your Persuasion check, but the choice is its to make.

Improved Weaken Resolve: As Weaken Resolve (see below), except that the target doesn't stop fleeing from you if it's wounded.
Prerequisite: Presence, Weaken Resolve

Weaken Resolve: Once per round, when you deal damage equal to or greater than the target's damage threshold, make a Persuasion check as a free action; if the result equals or exceeds the target's Will defense, you fill the target with terror, causing it to flee from you at top speed for 1 minute. The target can't take standard actions, swift actions, or full-round actions while fleeing, and the target stops fleeing and can act normally if it is wounded while fleeing. As a free action or reaction, the target can spend a Mist point (if it has not already spent one earlier in the round) to negate the effect. The effect is automatically negated if the target's level is equal to or higher than your character level. This is a mind-affecting fear effect.
Prerequisite: Presence

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Inspiration tree

Bolster Ally: As a standard action, you can bolster an ally within line of sight, moving him +1 step along the condition track and giving him a number of bonus hit points equal to his character level if he's at one-half his maximum hit points or less. Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter go away. You can't bolster the same ally more than once in a single encounter.

Ignite Fervor: Whenever you hit an opponent with a melee or ranged attack, you can (as a free action) choose to give one ally within your line of sight a bonus to damage on his next attack equal to his character level. Once his fervor has been ignited, the affected ally doesn't need to remain within line of sight of you; if his next attack misses, he loses the bonus to damage granted by this talent.

Inspire Confidence: As a standard action, you can inspire confidence in all allies in your line of sight, granting them a +1 morale bonus on attack rolls and a +1 morale bonus on skill checks for the rest of the encounter or until you're unconscious or dead. Once inspired, your allies don't need to remain within line of sight of you.

Inspire Haste: As a swift action, you can encourage one of your allies within line of sight to make haste with a skill check. On that ally's next turn, that ally can make a skill check that requires a standard action as a move action instead.

Inspire Zeal: Whenever an ally within line of sight of you makes an attack that moves an opponent down the condition track (such as by dealing damage that equals or exceeds the target's damage threshold), that ally moves the target an additional -1 step down the condition track.
Prerequisites: Bolster Ally, Inspire Confidence, Ignite Fervor.

  • Note: All Inspiration talents are mind-affecting, and none can be used on yourself.

Lancer tree

Leaping Charge: You may may make a Jump check as part of a Charge action without penalty.

Leaping Attack: If you make a Jump check as part of a Charge action, you gain a damage bonus equal to your class level.
Prerequisite: Leaping Charge.

Improved Dragon's Dive: Your Dragon's Dive bonus increases by +10 to all Jump checks and a bonus of +2 squares to your move.
You may take this talent twice. Each time you do, you add an additional +10 and +2 to your Jump checks and movement allowance.
Prerequisite: Dragon's Dive

Leadership tree

Born Leader: Once per encounter, as a swift action, you grant all allies within your line of sight a +1 insight bonus on attack rolls. This effect lasts for as long as they remain within line of sight of you. An ally looses this bonus immediately if line of sight is broken or if you are unconscious or dead.

Coordinate: A noble with this talent has a knack for getting people to work together. When you use this talent as a standard action, all allies within your line of sight gain an additional +1 bonus when they use the aid another action until the start of your next turn.
You may use this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by +1 (to a maximum of +5).

Distant Command: Any ally who gains the benefit of your Born Leader talent (see above) does not loose the benefit if their line of sight to you is broken.
Prerequisite: Born leader

Fearless Leader: As a swift action, you can provide a courageous example for your allies. For the remainder of the encounter, your allies receive a +5 moral bonus to their Will defense against any fear effect. Your allies lose this benefit if they lose line of sight to you, or if you are killed or knocked unconscious.
Prerequisite: Born Leader

Rally: Once per encounter, you can rally your allies and bring them back from the edge of defeat. As a swift action, any allies within your line of sight who have less than half their total hit points remaining gain a +2 morale bonus to their Reflex defense and Will defense and a +2 bonus to all damage rolls for the remainder of the encounter.
Prerequisites: Born Leader, Distant Command

Trust: You can give up your standard action to give one ally within your line of sight an extra standard action or give one ally within your line of sight an extra standard action or move action on his next turn, to do with as he pleases. The ally does not loose this action if the line of sight is later broken.
Prerequisites: Born Leader, Coordinate.

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Lineage tree

Connections: You are able to obtain licensed, restricted, military or illegal equipment without having to pay a licensing fee or endure a background check, provided the total cost of the desired equipment is equal to or less than your character level x 1,000 credits. In addition, when obtaining equipment or services through the black market, you reduce the black market cost multiplier by 1.

Educated: Thanks to your well rounded education, you may make any Knowledge check untrained.

Spontaneous Skill: Sometimes you surprise others with your skill. Once per day, you may make an untrained skill check as though you were trained in the skill. Exception: You cannot use this talent to make an untrained Spellcraft check.
You can select this feat multiple times; each time you do, you can use it one additional time per day.
Prerequisite: Educated

Wealth: Each time you gain a level (including the level at which you select this talent), you receive an amount of gil equal to 5,000 x your noble level. You can spend these gil as you see fit. The gil appear in a civilized, accessible location of your choice or in your private bank account.

Martial Arts Talent Tree

Far Fist: You may spend a Mist Point to make a single melee attack up to 1 + your Wisdom bonus squares away.

Counter: Once per round when an opponent hits you with a melee attack, you may spend a Mist point as a reaction to make an immediate attack against that opponent.

Untouchable: You make take 10 on Acrobatics checks to tumble even when distracted or threatened. Additionally, each threatened or occupied square that you tumble through only counts as 1 square of movement.
Prerequisite: Acrobatic Recovery

Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Acrobatics check to remain on your feet.

Elusive Target: When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a -5 penalty. This penalty is in addition to the normal -5 penalty for firing into melee, making the penalty to target you -10.

Mediator tree

Adept Negotiator: As a standard action, you can weaken the resolve of one enemy with your words. The target must have an Intelligence of 3 or higher, and it must be able to see, hear, and understand you. Make a Persuasion check; if the result equals or exceeds the target's Will defense, it moves -1 step along the condition track. The target gets a +5 bonus to its Will defense if it is a higher level than you. If the target reaches the end of the track, it does not fall unconscious; instead it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This is a mind-affecting effect.

Master Negotiator: If you successfully use the Adept Negotiator talent (see above), your target moves an additional -1 step along the condition track (-2 steps total). This is a mind-affecting effect.
Prerequisite: Adept Negotiator

Skilled Adviser: You can spend a full-round action advising an ally, thereby granting her a +5 bonus on her next skill check. If you spend a Mist point, the bonus increases to +10. The target must be able (and willing) to hear and understand your advice. You cannot advise yourself. This is a mind-affecting effect.

Military Tactics Talent Tree

Assault Tactics: As a move action, you may designate a single creature or object as the target of an assault. If you succeed on a DC 15 Knowledge (tactics) check, you and all allies able to hear and understand you deal +1d6 points of damage to the target with each successful melee or ranged attack until the start of your next turn.
This is a mind-affecting effect.

Deployment Tactics:You can use your tactical knowledge to direct allies in battle. As a move action, you can make a DC 15 Knowledge (tactics) check. If the check succeeds, you an any allies that can see, hear, and understand you gain a +1 competence bonus on attack rolls against flanked opponents or a +1 dodge bonus to Reflex defense against attacks of opportunity (your choice). The bonus lasts until the start of your next turn.
This is a mind-affecting effect.
If you have the Born Leader talent or the Battle Analysis talent, the bonus granted by this talent increases by +2

Field Tactics: You know how to use existing terrain to best advantage. By using a move action, you can make a DC 15 Knowledge (tactics) check. If the check succeeds, you and all allies within 10 squares of you can use whatever cover is available to gain a +10 cover bonus to Reflex defense (instead of the normal +5 cover bonus). Allies must be able to hear and understand you to gain this benefit, and the bonus lasts until the start of your next turn. This talent provides no benefit to anyone who doesn't have cover.
This is a mind-affecting effect.
Prerequisites: Deployment Tactics.

One for the Team: As a reaction, you can choose to take one-half or all of the damage dealt to an adjacent ally by a single attack. Similarly, as a reaction, an adjacent ally can choose to take one-half or all of the damage dealt to you by a single attack (even if he doesn't have this talent).
Prerequisites: Deployment Tactics.

Outmaneuver: An officer learns to counter the tactics of his enemies. As a standard action, you can make DC 15 Knowledge (tactics) check. If the check succeeds, enemies in your line of sight lose all competence, insight, and morale bonuses on attack rolls, as well as any dodge bonuses to Reflex defense, until the start of your next turn.
If one or more enemy officers are within your line of sight, the highest level officer among them can attempt to oppose your Knowledge (tactics) check as a reaction. If her skill check result is higher than yours, your attempt to outmaneuver your enemies fails.
Prerequisites: Deployment Tactics, Field Tactics

Shift Defense I: As a swift action, you can take a -2 penalty to one defense (Reflex, Fortitude, or Will) to gain a +1 competence bonus to another defense until the start of your next turn.

Shift Defense II: As a swift action, you can take a -2 penalty to one defense (Reflex, Fortitude, or Will) to gain a +1 competence bonus to another defense until the start of your next turn.
Prerequisites: Shift Defense I

Shift Defense III: As a swift action, you can gain a +5 competence bonus to one defense (Reflex, Fortitude, or Will) by taking a -5 penalty to your other two defenses.
Prerequisites: Shift Defense II

Tactical Edge: You can use the Assault Tactics, Deployment Tactics, or Field Tactics talent as a swift action instead of a move action, provided you have the talent in question.

Misfortune Tree

Dastardly Strike: Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to Reflex defense, the target moves -1 step along the condition track.

Disruptive: By spending two Swift actions, you can use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of the next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight.

Skirmisher: If you move at least 2 squares before you attack and end your move in a different square from where you started, you gain a +1 bonus on attack rolls until the start of your next turn.

Sneak Attack: Any time your opponent is flat-footed or otherwise denied his Dexterity bonus to Reflex defense, you deal an extra 1d6 points of damage with a successful melee or ranged attack. You must be within 6 squares of the target to make a sneak attack with a ranged weapon.
You may select this talent multiple times. Each time you select it, your sneak attack damage increases by +1d6 (maximum +10d6).

Walk the Line: As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight take a -2 penalty to their defenses until the start of your next turn. The penalty is negated if line of sight is broken.
Prerequisite: Disruptive

Monk Talent Tree

Chakra: Whenever you use your second wind, you regain a number of additional hit points equal to 1d6 per Mist point you possess (maximum 10d6).
Prerequisite: Equilibrium

Damage Reduction: You can spend a Mist point as a standard action to gain damage reduction 10 for 1 minute.

Equilibrium: As a swift action, you can spend a Mist point to remove all debilitating conditions affecting you and return to a normal state (see Conditions).

Fortified Body: You have learned to use your inner Chi to shield yourself against ailments, toxins, and radiation poisoning, making you immune to disease, poison, and radiation.
Prerequisite: Equilibrium

Intuitive Initiative: You may choose to reroll any Initiative check, but the result of the reroll must be accepted even if it is worse.

Vital Transfer: Once per day as a swift action, you may heal an injured being for 2x its level in hit points. If you do so, you take 1/2 this amount as damage to yourself.
Prerequisite: Chakra

Ninja Talent Tree

Ninja's Mark: If you aim before making a ranged attack, you move the target character -1 step along the condition track if the attack deals damage.

Ninja's Target: Once per encounter as a free action, you may designate an opponent. For the rest of the encounter, when you succeed on a melee or ranged attack against that opponent, you gain a bonus on damage rolls equal to your class level.
Prerequisite: Ninja's target

Notorious: Your skill as a Ninja is known throughout the world, even in the furthest provinces. When you are not disguised, you can reroll any Persuasion checks, keeping the better result.

Nowhere to Hide: You may choose to reroll any Gather Information checks made to locate a specific individual but you must keep the result of the reroll even if it is worse.

Relentless: This talent applies only to an opponent you've designated as your Ninja's Target. Any attack or effect originated from the target that would normally move you along the condition track does not, in fact, move you along the condition track.
Prerequisite: Ninja's Mark, Ninja's Target

Ruthless Negotiator: When Haggling over the price of a bounty, you can reroll your Persuasion check, and keep the better result.
Prerequisite: Notorious.

Throw Anything I: You may throw any weapon you are proficient with as a standard action, treating it as a thrown weapon. You are considered proficient with the thrown weapon, and you apply the normal range penalties to the attack roll. The thrown weapon deals normal weapon damage if it hits.

Throw Anything II: You may throw any object as a standard action, treating it as a thrown weapon. You are considered proficient with the thrown object, and you apply the normal range penalties to the attack roll. The thrown object deals normal weapon damage if it hits. (GM's may need to improvise damages for non weapon items such as backpacks, lanterns, and other party members.)
Prerequisite: Throw Anything I

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Paladin tree

Fearless: You are immune to fear, and all mind-affecting fear affects.

Severing Strike: When you deal damage with a blade that is equal to or greater than both the target's current hit points and the target's damage threshold (that is, when you would deal enough damage to kill your target), you may chose to use this talent. Instead of dealing full damage, you instead deal half damage to your target and move it -1 step on the condition track. In addition, you sever one of your target's arms at the wrist or elbow joint, or one of the target's legs at the knee or ankle joint (your choice).
Severing part of an arm prevents the target from wielding weapons or using tools in that hand and imposes a -5 penalty on skill checks and ability checks keyed to Strength and Dexterity. Severing part of a leg knocks the target prone, reduces the target's speed by half, reduces its carrying capacity by half, and imposes a -5 penalty on skill checks keyed to Strength and Dexterity.
Because of the severity of such an injury, loosing a part of a limb causes a persistent condition that can only be removed by having surgery successfully performed on you (see Treat Injury). A magictech replacement limb negates these reductions and penalties.

Battle Meditation: The holy knights learn a technique known as Battle Meditation that allows you and your allies to work together seamlessly and with an astonishing level of precision. As a full round action, you can spend a Mist point to give you and all allies within 6 squares of you a +1 insight bonus on attack rolls that lasts until the end of the encounter. This bonus does not extend to allies outside the range of the effect, even if they move within 6 squares of you later on. Allies who benefit from the Battle Meditation must remain within 6 squares of you to retain the insight bonus, and they lose it if you are knocked unconscious or killed. This is a mind-affecting effect.

Potion Mastery tree

Enhance Potion: You may spend a Mist Point to double the effect of any recovery item.

Potion Recovery: When you roll a natural 20 on your Treat Injury check while using a recovery item, the item is not consumed.

Adept Healer: When using a Potion, Hi-Potion, or X-Potion, the target gains bonus HP equal to all your class levels.

Full Treatment: When using a recovery item, the target gains bonus HP equal to all your class levels. This talent does not stack with Adept Healer.
Prerequisite: Adept Healer

Healing Broth: When you are using the Treat Injury skill to treat a patient with Long-Term Care, the creature will regain hit points equal to double its character level (instead of equal to it's character level) in addition to those recovered from natural healing. All other rules are the same as per Long-Term Care. (see the Treat Injury skill).

Recovery Tree

Mental Recharge: As a full-round action, you may make a DC 15 Spellcraft check. If the check succeeds, you regain one spent Mist power of your choice.

Mystical Recovery: Whenever you use your second wind, you regain a number of additional hit points equal to 1d6 per Mist point you possess (maximum 10d6).
Prerequisite: Mental recharge

Mist Point Recovery: At the end of an encounter, you automatically recover 1 Mist point spent during the encounter.
You may select this Mist technique multiple times; each time you take it, you recover an additional Mist point spent during an encounter.

Songster tree

Lullaby: You make make a Perform check as a full round action. All enemies who can hear and understand you must compare the result of your Perform check to their Will defense. If the result of the Perform check equals or exceeds their Will defense, move the target –1 step on the condition track. If you spend a Mist point, the target(s) move -2 steps on the condition track instead. This is a persistent effect as you take a standard action each round to maintain the song.

Countersong: You can attempt to disrupt any spell being cast. You may take a Standard action and make a Perform check with a DC of an opponents Spellcraft check. If you succeed, the spell is countered. You may attempt to counter multiple spells each round, however each spell that is countered after the first in a round adds a cumulative –5 to your Perform check. This song may be maintained from round to round as a standard action. You may only counter a spell that is being cast while you are singing.

Inspirational Melody: You may apply any Inspiration talent you know to all allies who can hear and understand you, and you are not limited to line of sight.

Potent Song: You may spend a Mist point to double the effects of any Inspiration talent.

Battle Hymn: As a standard action you may grant all allies able to hear and understand you a +2 morale bonus to all damage rolls.

Sky Pirate Tree

Hyperdriven: Once per day while aboard a skyship, you can add your class level as a bonus one single attack roll, skill check, or ability check. The decision to add this bonus can be made after the result of the roll or check is known.

Skybound: You take no penalty on attack rolls while in the sky, or on the hull of a ship. You are never motion sick, and take no penalties from any motion the ship is undergoing. In addition, you are considered proficient with any skyship weapons.

Skyship Raider: You gain a +1 bonus on attack rolls while aboard a skyship. This bonus applies to attacks made with skyship weapons as well as personal weapons used aboard a skyship.
Prerequisite: Skybound

Sky Warrior: Whenever you roll a natural 20 on an attack roll made aboard a skyship, you gain one temporary Mist point. If the Mist point is not used before the end of the encounter, it is lost.
Prerequisite: Skybound

Spell Refinement Tree

Spellpower: Choose a school of magic; increase the number of dice you roll for damage, healing, or duration for that school. You may select this feat multiple times; each time you do, increase the number of dice rolled by an additional +1.
You may only select this feat three times for any given school.

Area Effect: Choose a school of magic; you may cast spells of that school as an area effect. Spells that deal damage deal half damage even if you do not exceed the target's defense score. (see the specific spells). You may be select this talent up to 3 times per school. Each time you do, the area of effect increases by one. (2x2, 3x3, 4x4).

Disciplined Spell: Choose a school of magic you know the Area Effect talent for; when casting an area spell of the affected school, you may choose to have the spell affect only friendly or only hostile targets.

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Summoner Talent Tree

There are two trees of summoning. The more common is the natural spirits of the land, guardian spirits and elementals that are related to the natural world. The more rare summons are the powerful Espers each of which requires a quest to find and bind to your service with a unique Rune. The details of this are left to the GM.

Summon Spirit: You have learned a ritual to summon spirits to your aid. When you take this talent, pick three spirits that you have made a pact with, and may summon at will. Each spirit requires the sacrifice of a certain number of mist points to manifest in the world. You must spend a full round action and succeed in a Spellcraft check equal to each spirit's listed summon DC. If the Spellcraft check fails, the Mist points are not spent, and you must continue the summoning. (Another full round Spellcraft check)
The summoned spirit will appear on the field and remain for ten complete rounds from the time it appears on the field. It does not require guidance or concentration. During that time it will do its utmost to aid the allies of the caster and harm the foes of the caster. If it is asked questions, it will do its best to answer them to the utmost of its ability. (What the spirit knows and how much it may reveal should be discussed with the GM prior to the game) At the end of ten rounds, the spirit will return from whence it came. At any time before the ten rounds are up, the summoner may return the spirit from whence it came as a free action.
You may select this talent multiple times, each time you do, you pick an additional three spirits that that you may call upon.

  • Note: You may not summon a spirit again if it is already present on the field.
Name Element Summon DC Mist Point Cost
Gobin None 7 0
Moogle Holy 9 0
Ifrit Fire 11 1
Ramuh Lightning 13 1
Shiva Ice 15 1
Titan Earth 17 2
Sylph None 19 2
Carbunkle Space 21 2
Fairy Holy 23 3
Golem Earth 25 3
Salamander Fire 27 3
Lich Dark 27 4
Leviathan Water 29 4
Odin None 31 4
Cyclops None 33 5
Bahamut None 35 5
Zodiac None 45 6
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Survivor Talent Tree

Evasion: If you are hit by an area attack, you take half damage if the attack hits you. If the area attack misses you, you take no damage.

Extreme Effort: You can spend two swift actions to gain a +5 bonus on a single Strength check or Strength based skill check made during the same round.

Sprint: When you use the run action, you can move up to five times your speed (instead of the normal four times your speed).

Surefooted: Your speed is not reduced by difficult terrain.

Thief Tree

Steal: You may pickpocket in combat as a full-round action. Roll your Stealth skill with the DC of the target’s Reflex defense, and you can acquire any items that the target might have that are not totally impossible to get. (pickpocketing the target's full plate armor is a bit much, but his wielded weapon or a potion is not out of the question.)

Cat Burglar: You may use Acrobatics in place of Athletics when jumping or climbing.

Catch Weapon: As a reaction, may catch a thrown weapon, arrow, or disarmed weapon. Roll Stealth (sleight of hand) vs. the attack roll or DC 25 for a disarmed weapon. Each catch in a round after the first applies a cumulative –5 to the roll.

Steal Heart: You may reroll any Persuasion check, but you must take the second result.

Fast Talk: You may reroll any Deception check, but you must take the second result.

Return Fire: Once per round, you may throw back a caught weapon (or shoot back an arrow if you are armed with a bow). You still take the -5 penalty for improvised weapons if the item or weapon you are throwing was not meant to be thrown, such as swords, clubs, or fellow party members.
Prerequisite: Catch Weapon

Weapon Master Talent Tree

Controlled Burst: Your penalty when making an autofire attack or using the Burst Fire feat is reduced to -2. In addition, if you brace an autofire-only weapon, you have no penalty on your attack roll.

Exotic Weapon Mastery: You are considered proficient with any exotic weapon, even if you don't possess the appropriate Exotic Weapon Proficiency feat.

Greater Devastating Attack: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using the chosen exotic weapon or a weapon from the chosen group, you treat your target's damage threshold as if it were 10 points lower when determining the result of your attack. This replaces the effects of the Devastating Attack talent.
Prerequisites: Greater Weapon Focus, Devastating Attack, and Weapon Focus feat with the chosen exotic weapon or weapon group.

Greater Penetrating Attack: Choose a single exotic weapon or weapon group with which you're proficient. Whenever you make a successful attack against a target using the chosen exotic weapon or a weapon from the chosen group, you treat your target's damage reduction as if it were 10 points lower when determining the result of your attack. This replaces the effects of the Penetrating Attack talent.
Prerequisites: Greater Weapon Focus, Penetrating Attack, and Weapon Focus feat with the chosen exotic weapon or weapon group.

Greater Weapon Focus: Choose one exotic weapon or weapon group with which you're proficient. You gain a +1 bonus on attack rolls with the chosen exotic weapon or a weapon from the chosen group. This bonus stacks with the bonus granted by the Weapon Focus feat. You must be proficient with the weapon to gain this benefit.
You may select this talent multiple times. Each time you select this talent, it applies to a different weapon group.
Prerequisites: Weapon Focus feat with chosen exotic weapon or weapon group.

Greater Weapon Specialization: Choose one exotic weapon or one of the following weapon groups: heavy blades, guns, bows, simple weapons. You gain a +2 bonus on damage rolls with the chosen exotic weapon or weapon from the chosen group. This bonus stacks with the bonus granted by the Weapon Specialization talent(below). You must be proficient with the weapon to gain this benefit.
You may select this talent multiple times. Each time you select this talent, it applies to a different weapon group.
Prerequisites: Greater Weapon Focus, Weapon Focus feat, and Weapon Specialization with the chosen exotic weapon or weapon group.

Multiattack Proficiency (heavy blades): Whenever you make multiple attacks with any type of heavy blade as a full attack action, you reduce the penalty on your attack rolls by 2.
You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rolls by an additional 2.

Multiattack Proficiency (guns): Whenever you take multiple attacks with any type of gun as a full attack action, you reduce the penalty on your attack rolls by 2.
You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rolls by an additional 2.

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Weapon Specialist Talent Tree

Devastating Attack: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target's damage threshold as if it were 5 points lower when determining the result of the attack.
You may select this talent multiple times. Each time you select this talent, it applies to a different exotic weapon or weapon group.

Penetrating Attack: Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target's damage reduction as if it were 5 points lower when determining the result of the attack.
You may select this talent multiple times. Each time you select this talent, it applies to a different exotic weapon or weapon group.
Prerequisite: Weapon Focus with the chosen weapon

Weapon Specialization: Choose a single exotic weapon, or weapon group with which you are proficient. You gain a +2 bonus on damage rolls with such weapons.
You may select this talent multiple times. Each time you select this talent, it applies to a different exotic weapon or weapon group.

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