Acute Hearing: | You gain a +2 bonus to all Listen checks. |
Alley Cat: | You gain a +2 bonus to all Hide and Move Silently checks in an urban setting. |
Armored Caster: | Your Arcane Check Penalty when casting spells while wearing armor is reduced by 3 (minimum of 0). |
Artistic: | You gain a +4 bonus to all Profession (artist) checks and a +2 bonus to Appraise checks when evaluating objects d’art. |
Cavalry: | You gain a +1 to all attack rolls when you are mounted. |
Charm Animal: | You gain a +2 bonus to all Handle Animal checks. |
Cool-headed: | You gain a +1 bonus to all Will saving throws. |
Deal-maker: | You gain a +2 to all Diplomacy checks. |
Disease Resistance: | You gain a +2 bonus to all Fortitude saving throws vs. disease. |
Dodger: | You gain a +1 bonus to all Reflex saving throws. |
Durable: | You gain +2 to your Constitution. |
Etiquette: | You are well-versed in the social graces of the upper classes. You gain a +2 bonus to Diplomacy and Gather Information checks when dealing with nobility. |
Fast Hands: | You gain a +2 bonus to hit with any touch spell you cast. |
Fearless: | You gain a +8 bonus to all Will saving throws to resist fear effects. |
Flee!: | Whenever you flee or retreat from combat, you can double your speed for that round. |
Fleet-Footed: | Your base speed increases by 10 feet. |
Frenzy: | Once per day, you can go into a frothing rage like a barbarian. If can already go berserk, you can do so one extra time. |
Hardy: | You gain +5 hit points. |
Hedge Magic: | You can cast 0-level arcane spells as if you were a sorcerer. If you can already cast 0-level spells, the number you can cast per day doubles. |
Immovable Stance: | You gain a +8 bonus to resist all bull rush and overrun checks. |
Lightning Parry: | Whenever you are hit by a melee attack, you can attempt to parry it. You roll to hit and if your total is greater than the roll that hit you, then you parry the attack and take no damage. |
Reactionary: | You gain a +2 bonus to Reflex saving throws. |
Linguistics: | You gain Language as a class skill and you know 2 more languages. |
Marksman: | You can re-roll any missed range attack up to 3 times per day. |
Mathematical: | You have a gift for calculation and can work out a solution for nearly any mathematical problem given sufficient time. You gain a +2 bonus on any Bluff checks when gambling, a +2 bonus on all Profession (navigator) checks, and a +4 bonus on all Listen, Search and Spot checks that involve estimation (distance, size, volume, etc.). |
Menacing: | You gain a +2 bonus to all Intimidate checks. |
Mimic: | You have an ear for voices and accents and can reproduce them accurately. You gain a +2 bonus to Disguise and Perform checks that involve vocal components. |
Orientation: | You gain a +8 bonus to Survival checks to keep from getting lost and to retrace your steps. |
Petty Magic: | You can cast 0-level divine spells as if you were a cleric. If you can already cast 0-level spells, the number you can caster per day doubles. |
Poison Resistance: | You gain a +4 bonus to all Fortitude saving throws to resist the effects of poisons. |
Prestidigitation: | You can cast prestidigitation 3 times per day, and you gain a +2 bonus to all sleight of hand checks. |
Public Speaking: | Whenever you use Perform skill to affect a crowd, you gain a +2 bonus to your Perform check and can affect 10 times as many people. |
Quick Draw: | You can draw a light or small weapon as free action. |
Rapid Reload: | You can reload a weapon as a swift action. |
Rover: | You gain a +2 bonus to Hide and Move Silently checks when in rural settings. |
Savvy: | You gain +2 to Intelligence. |
Schemer: | You gain a +2 bonus to all Bluff, Diplomacy, Intimidate and Charisma checks when intrigue is involved. |
Seasoned Traveler: | You gain a +4 bonus on all Knowledge (local) checks, and you get a +20% discount on the cost of all food and lodging. |
Sharpshooter: | Whenever you take the aim action with a ranged, you gain a +4 bonus |
Sixth Sense: | You gain a +4 bonus to all Listen, Spot and other perception checks to void being surprised, and a +2 to Initiative checks. |
Stout-hearted: | You gain a +2 bonus to all Fortitude saving throws. |
Street Fighter: | Whenever you make an unarmed strike, you gain a +1 bonus to hit and to damage. |
Street Smart: | You gain a +4 bonus to Gather Information checks. |
Striker: | You gain a +1 to hit OR a +1 to damage with any melee weapon (choose when you gain this talent). |
Strong: | You gain a +2 bonus to your Strength. |
Suave: | You gain a +2 bonus to your Charisma. |
Sure Shot: | Up to 3 times per day, you can re-roll any ranged attack that you miss. You must state you are re-rolling before the GM announces the result of the roll, and must go by the second roll even if it is worse. |
Surefooted: | You gain a +4 bonus to all Balance checks. |
Surgery: | You heal twice as many hit points as normal with your Heal checks. |
Swashbuckler: | You gain a +1 bonus to Balance, Jump and Tumble checks. |
Trap-finder: | You gain a +4 bonus to all Search checks to find traps. |
Trick Riding: | You gain a +4 bonus to Ride checks whenever attempting riding tricks. |
Tunnel Rat: | You gain a +2 bonus to all Hide and Move Silently checks when underground in caves and tunnels. |
Unsettling: | Your daunting presence disturbs your opponents. Enemies must succeed at a Will save DC 10 + your level + your Charisma modifier or suffer a -2 penalty to all attack and damage rolls until they do succeed (retry each round) or until they are out of sight of you. |
Weapon Training (axe): | You gain a +1 to hit and damage with an axe. |
Weapon Training (small firearms): | You gain a +1 to hit with small firearms. |
Weapon Training (polearm): | You gain a +1 to hit and to damage with a polearm. |
Weapon Training (sling): | You gain a +1 to hit and to damage with a sling. |
Weapon Training (net): | You gain a +2 bonus to hit with a net. |
Wise: | You gain a +2 bonus to Wisdom. |
Wrestler: | You gain a +4 bonus on all grapple checks or on Escape Artist checks to escape a grapple. |