Talents

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This is currently open to review!!!!!!!!!!

Currently in new rules Talents ONLY refer to special Feats that are Class based and are either statically assigned as you level up in your class or picked from a Talent tree again as you level up in a specific class.

Below is all *OLD* rules!!!!!!

OLD RULES

Talents are available to all Modern Heroes, even those without an Archetype.

Unless otherwise noted, all Talents are extraordinary abilities.

Acid Resistance

The character is unusually resistant to acid.

Benefit: The character gains acid resistance equal to his or her Constitution modifier.

Armor Class Bonus

The character receives a bonus to his Armor Class.

Benefit: The character gains a +1 bonus to his or her Armor Class. This Talent can be taken again and stacked.
Attack Bonus

The character receives an Attack Bonus.

Benefit: The hero gains a +1 to his Base Attack Bonus.
Attentive

The character gains a bonus on all Intelligence based skills.

Benefit: The hero gains +2 to all Intelligence based skills.

This Talent can be taken again and stacked.

Aware

The character is intuitively aware of his or her surroundings.

Prerequisite: Skill Emphasis
Benefit: Once per day (or for 1 Hero Point) the hero can roll two dice while making a Perception or Sense Motive check and take the better result. He must choose to use this talent before making the Perception or Sense Motive check.
Special: The hero can use this ability one additional time per day (or for 1 Hero Point) for every 5 levels he possesses.

Bonus Class Skills

This Talent designates two non-class skills as class skills for the hero.

Benefit: The hero designates two non-class skills to be class skills. Once designated, the skill is considered a permanent class skill.

This Talent can be taken again.

Captivate

The character can fascinate a target through the use of words and bearing.

Prerequisite: Charm
Benefit: The hero can (once a day per level and/or for 1 Hero Point) cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the hero and capable of paying attention to him. The hero must also be able to see the creatures affected. The distraction of nearby combat or other dangers prevents the ability from working. For every three levels, a hero can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 level + Cha modifier) to negate the effect. If a creature's saving throw succeeds, the hero cannot attempt to fascinate that creature again for 24 hours. If it's saving throw fails, the creature sits quietly and observes the hero for as long as the hero continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon or aiming a weapon at the target, automatically breaks the effect.

The bonus lasts for a number of rounds equal to the hero's Charisma modifier and is a move action to initiate but a free action to maintain.

Captivate is a mind-affecting ability. Captivate relies on audible and visual components in order to function.

Charm of the Bard

The character has a natural aptitude at Perform skills.

Benefit: The hero adds half his class level (minimum 1) to all Perform skill checks and may make all Perform skill checks untrained.
Charming

The character has an innate talent for being charming and captivating.

Benefit: The hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character's level.

A hero can only charm non-player characters with attitudes of indifferent or better. The charm bonus can't be used against characters that are unfriendly or hostile.

This ability can be taken more than once (for another gender).

Cold Resistance

The character is much more resistant to cold temperatures.

Benefit: The hero ignores an amount of cold damage equal to his or her Constitution modifier.
Confusion

The character can cause his opponents to become confused.

Benefit: The hero can use a Hero Point to cause one or more individuals to become confused with him. Each individual to be Confused must be within 90 feet, able to see and hear the hero and capable of paying attention to him. The hero must also be able to see the individuals affected. The distraction of nearby combat or other dangers prevents the ability from working. For every Hero Point spent, he can target one additional individual with this ability.

Each individual within range receives a Will save (DC 10 + 1/2 level + Cha modifier) to negate the effect. If an individual's saving throw succeeds, the hero cannot attempt to confuse that individual again for 24 hours. If it's saving throw fails, the individual is under the effect “Confused”.

This effect lasts for 1 round per level of the hero and is a standard action to initiate but not maintain.

A confused individual is mentally befuddled and cannot act normally. A confused individual cannot tell the difference between ally and foe, treating all individuals as enemies. If a confused individual is attacked, it attacks the individual that last attacked it until that individual is dead or out of sight.

Confusion is a mind-affecting ability.

Cool Under Pressure

The character can does not shake easily and can perform calmly even when distracted or under duress.

Prerequisite: Skill Emphasis
Benefit: The hero selects two skills. When making a check with one of these skills, the hero can take 10 even when distracted or under duress.
Coordinate

The character has a knack for getting people to work together.

Benefit: The hero can (once a day per level and/or for 1 Hero Point) help his allies succeed at a task. The allies must be within 30 feet and able to see and hear the hero. The ally gets a +2 competence bonus on skill checks with a particular skill as long as they continue to perceive the hero. This bonus increases by +1 for every four levels.

If an ally is from the same Faction, the bonus increase to +2

For every Hero Point spent, this bonus increases by +2

The bonus lasts for a number of rounds equal to the hero's Charisma modifier and is a move action to initiate but a free action to maintain.

Certain uses of this ability are unfeasible, such as Stealth and may be disallowed at the GM's discretion. A hero can't coordinate himself.

Cross Training

The character gains access to another Archetype's Training abilities.

Benefit: The hero may use a Training slot to gain access to another Archetype's Training abilities.

This may be taken multiple times to access another Archetype's Training abilities.

Damage Reduction

The character is much more resistant to injury.

Benefit: Subtract 1 from the damage the hero takes each time he is dealt damage from a weapon or a natural attack. Damage Reduction can reduce damage to 0 but not below 0.

This Talent can be taken again and stacked.

Dazzle

The character is able to dazzle an opponent.

Prerequisite: Fast Talk
Benefit: The hero can (once a day per level and/or for 1 Hero Point) cause one or more creatures to become under the effects of the condition Dazzled. Each creature to be dazzled must be within 90 feet, able to see and hear the hero and capable of paying attention to him. The hero must also be able to see the creatures affected. The distraction of nearby combat or other dangers prevents the ability from working.

For every three levels, a hero can target one additional creature with this ability (one additional creature for each Hero Point spent).

Each creature within range receives a Will save (DC 10 + 1/2 level + Cha modifier) to negate the effect. If a creature's saving throw succeeds, the hero cannot attempt to dazzle that creature again for 24 hours. If it's saving throw fails, the creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon or aiming a weapon at the target, automatically breaks the effect.

The bonus lasts for a number of rounds equal to the hero's Charisma modifier and is a move action to initiate but a free action to maintain.

Dazzle is a mind-affecting ability. Dazzle relies on audible and visual components in order to function.
Defensive Roll

The character can roll with a potentially lethal blow to take less damage from it than he otherwise would.

Benefit: The hero can once per day per level (or for 1 Hero Point) when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability); the hero can attempt to roll with the damage. To use this ability, the hero must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage.

He must be aware of the attack and able to react to it in order to execute her defensive roll—if he is denied her Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.

Electricity Resistance

The character has built up a resistance to electrical damage.

Benefit: The hero ignores an amount of electricity damage equal to his or her Constitution modifier.
Empathy

The character gains a bonus on all Wisdom based skills.

Benefit: The hero gains +2 to all Wisdom based skills. This Talent can be taken again and stacked.
Endurance

The character gains a bonus on all Constitution based skills.

Benefit: The hero gains +2 to all Constitution based skills.

This Talent can be taken again and stacked.

Enemy Faction

The character has a hated Faction.

Benefit: A hero selects an enemy Faction. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against this Faction.

Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A hero may make Knowledge skill checks untrained when attempting to identify this Faction.

Evasion

The character often is able to avoid injuries when others are not so lucky.

Benefit: A hero can avoid unusual attacks with great agility.

If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Evasion can be used only if the hero is wearing light armor or no armor. A helpless hero does not gain the benefit of evasion.
Exploit Weakness

The character sometimes knows just where to strike for the best effect.

Benefit: Once a day per level (or for one Hero Point spent) the hero gets to include his Intelligence bonus with their Strength or Dexterity bonus on attack and damage rolls.

This effect lasts for 1 round per level and is a free action to initiate and maintain.

Extra Feat

The character may select an additional Feat.

Benefit: The hero can choose a feat in place of a talent.
Extra Training

With this Talent, the hero gains an additional Archetype Training ability of his choice.

Benefit: The hero can choose Archetype Training ability in place of a Talent.
Extreme Effort

The character gains a bonus on all Strength based skills.

Benefit: The hero gains +2 to all Strength based skills. This Talent can be taken again and stacked.
Faith

The hero has a great deal of faith. It might be faith in oneself, in a higher power, or in an ideal.

Prerequisite: Skill Emphasis
Benefit: Once a day per level (or for one Hero Point) the hero gets to include his Wisdom modifier to any one die roll.
Fast

The character gains a bonus on all Dexterity based skills.

Benefit: The hero gains +2 to all Dexterity based skills.

This Talent can be taken again and stacked.

Fast-Talk

The character has a way with words when attempting to con and deceive.

Benefit: The hero gains +2 to all Charisma based skills.

This Talent can be taken again and stacked.

Favor

The character has the ability to acquire minor aid from anyone he or he meets.

Prerequisite: Charm
Benefit: By making a favor check, a hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.

A hero can once a day per level (or for 1 Hero Point) activate this talent. A hero can add his Fame score + charisma modifier to the roll. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors.

A hero can't take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.

The GM should carefully monitor a hero's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor and getting a favor shouldn't replace good role-playing or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.

Favored Network

The character may select a type of Faction or social network that he specializes in.

Benefit: The hero gains a +2 bonus on Bluff, Diplomacy, Knowledge (associated with choice) Intimidate, Linguistics, Perception and Sense Motive skill checks when he is dealing with a chosen Faction.

Likewise, he gets a +2 bonus on weapon attack and damage rolls when all of his allies in his immediate group are also within the same faction. A hero may make Knowledge skill checks untrained when attempting to identify this Faction.

Fearless

The character gains a bonus on Will saves.

Benefit: The hero gains a +1 bonus on Will saves against fear. This bonus increases by +1 every four levels.
Fire Resistance

The character has built up a resistance to fire damage.

Benefit: The hero ignores an amount of fire damage equal to his or her Constitution modifier.
Greater Inspiration

The character can inspire his or her allies, bolstering them and improving their chances of success.

Prerequisite: Inspiration
Benefit: The hero can (once a day per level and/or for 1 Hero Point) inspire greater inspiration in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels (or for 1 Hero Point) a hero can target one additional ally.

To inspire greatness, all of the targets must be able to see and hear the hero. A creature inspired with greatness gains 2 bonus Hit Dice (d10s) the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice) a +2 competence bonus on attack rolls and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of abilities that are Hit Dice dependent.

If an ally is from the same Faction, the bonus is doubled.

The bonus lasts for a number of rounds equal to the hero's Charisma modifier and is a move action to initiate but a free action to maintain.

Greater Inspiration is a mind-affecting ability and it relies on audible and visual components.
Healing Knack

The character has a knack for the healing arts.

Benefit: The hero gains a +2 bonus on all Craft (pharmaceutical) and Heal skill checks and can make checks with those skills untrained.
Healing Touch

The character has a talent for healing.

Prerequisite: Healing Knack
Benefit: Any ability to heal damage adds half your class levels (minimum 1) to the final result.
Heroic Surge

The character can take an extra move action or standard action.

Benefit: Once a day per level (or for each Hero Point spent) the hero will gain one extra move action or standard action in a round. This can be used either before or after the hero's regular actions that round.
Ignore Hardness

The character knows how to break things.

Benefit: The hero has an innate talent for finding weaknesses in objects. This allows a hero to ignore some of an object's hardness when making a melee attack to break it.

The hero gets ignores 2 points of an object's hardness. This Talent can be taken again and stacked.

Additionally, for each Hero Point spent, the hero can ignore another 2 points of an object's hardness. Improved Aid Another

The character is better able to help his allies than most.

Prerequisite: Empathy
Benefit: The hero's bonus on attempts to any aid another (skills, teamwork feats, or in combat) increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.

Additionally, for each Hero Point spent, the hero can increase the aid by +1. Improved Uncanny Dodge

The character can no longer be flanked.

Prerequisite: Uncanny Dodge
Benefit: This defense denies another character the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the target does.
Increased Speed

The character can increase his or her natural base speed.

Benefit: The hero can increase his or her natural base speed by 10 feet. This Talent can be taken again and stacked.
Inspiration

The character can inspire his or her allies, bolstering them and improving their chances of success.

Prerequisite: Coordinate
Benefit: The hero can (once a day per level and/or for 1 Hero Point) inspire his allies (including himself) bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the hero. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At every six levels thereafter, this bonus increases by +1.

If an ally is from the same Faction, the bonus increases to +2.

For every Hero Point spent, this bonus increases by +2.

The bonus lasts for a number of rounds equal to the hero's Charisma modifier and is a move action to initiate but a free action to maintain.

Inspiration is a mind-affecting ability. Inspiration can use audible or visual components. The hero must choose which component to use when starting his performance.
Intuition

The character has the ability to sense trouble in the air.

Prerequisite: Empathy
Benefit: The hero can get a hunch that everything is all right, or gets a bad feeling about a specific situation.

The hero can make a Sense Motive check DC 10 + GM modifiers (or for one Hero Point, gain an automatic success) the hero can prevent (including himself and allies) from being surprised.

This is a free action and can be used after a surprise has accrued, but before combat starts. Jack of All Trades

The character has a natural aptitude at craft skills.

Benefit: The hero adds half his class level (minimum 1) to all Craft skill checks and may make all Craft skill checks untrained.
Linguist

The character is a master linguist.

Prerequisite: Linguistics skill
Benefit: With this talent, the hero adds 1/2 his level to Linguistics skill checks (minimum +1).
Low Profile

The character knows how to hide his Faction association.

Benefit: The hero can hide the fact that they belong to a certain Faction.
Melee Smash

The character has an innate talent that increases melee damage.

Benefit: The hero receives a +1 bonus to any melee damage. This Talent can be taken again and stacked.
Opportunist

The character can make an attack against an opponent who has just been struck.

Prerequisite: Evasion
Benefit: Once per round, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. This talent can't be used more than once per round.
Perspicacity

The character can use Perception in place of Appraise or Sense Motive.

Benefit: This Talent represents the hero's mastery of studying details and using them to draw conclusions about the bigger picture.

The hero may use his Perception bonus in place of his Appraise or Sense Motive bonus whenever making an Appraise or Sense Motive check.

Plan

The character can quickly develop a plan to handle almost any situation.

Benefit: Prior to an encounter the hero can develop a plan of action to handle the situation. Using this talent requires preparation; a hero can't use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.

After creating the plan the hero makes a check (DC 10 + 1/2 the Hero's level + Intelligence modifier). The result of the check provides the hero and allies with a circumstance bonus. A hero can't take 10 or 20 when making this check. Check Result Bonus 9 or lower +0 (check failed) 10–14 +1 15–24 +2 25 or higher +3

This bonus can be applied to all skill checks and attack rolls made by the hero and his or her allies, but the bonus only lasts for 1 round per level (+1 extra round per Hero Point) rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.

Quantum Talent

The character can use another game source ability.

Prerequisite: Special
Benefit: The hero may use a Talent slot to buy any ability from any OGL gaming source, with your GM approval.

The game master has final approval for this talent.

This may be taken multiple times.

Rage

The character gains the rage class feature.

Benefit: A hero can call upon inner reserves of strength and ferocity, granting her additional combat prowess. A hero can rage for a number of rounds per day equal to 4 + her Constitution modifier (+1 round per each Hero Point spent). At each level, the hero can rage for 2 additional rounds.

Temporary increases to Constitution, such as those gained from rage do not increase the total number of rounds that a hero can rage per day. A hero can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a hero gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the hero 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a hero cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate and Ride) or any ability that requires patience or concentration.

A hero can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A hero cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a hero falls unconscious, her rage immediately ends, placing her in peril of death.

Remain Conscious

The character is especially hard to kill.

Prerequisite: None
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this talent, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Note: This Talent counts and works the same as the Diehard feat other than no prerequisite is required.

Renown

The character is well known.

Benefit: The hero's Fame with a faction increases by +10.

This Talent can be taken again and stacked.

Robust

The character is tougher than most.

Benefit: The hero becomes especially robust, gaining a number of hit points equal to his or her level as soon as he or he selects this talent. Thereafter, the hero gains +1 hit point with each level gained.
Savant

The character has a natural aptitude for study and fact-finding.

Benefit: The hero adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Second Wind

The character can sometimes recover from injuries or fatigue at a surprising pace.

Benefit: The hero can once a day (or spend 1 Hero Point) to gain a second wind. When the hero does this, he or he recovers a number of hit points equal to his or her Constitution score. This talent does not increase the hero's hit points beyond the character's full normal total.
Shaken

The character can cause his opponents to become shaken in combat.

Prerequisite: Confusion
Benefit: The hero can use a Hero Point to cause one or more individuals to become shaken.

Each individual to be Shaken must be within 90 feet, able to see and hear the hero and capable of paying attention to him. The hero must also be able to see the individuals affected.

For every Hero Point spent, he can target one additional individual with this ability.

Each individual within range receives a Will save (DC 10 + 1/2 level + Cha modifier) to negate the effect. If an individual's saving throw succeeds, the hero cannot attempt to Shaken that individual again for 24 hours. If it's saving throw fails, the individual is under the effect “Shaken”.

This effect lasts for 1 round per level of the hero and is a standard action to initiate but not maintain.

A shaken individual takes a –2 penalty on attack rolls, saving throws, skill checks and ability checks.

Shaken is a mind-affecting ability.
Skill Emphasis

The character adds half his level to the chosen type of skill checks.

Benefit: Choose a skill. The character adds half his level (minimum +1) to the chosen type of skill checks.
Sonic Resistance

The character is resistant to sonic attacks.

Benefit: The hero ignores an amount of sonic damage equal to his or her Constitution modifier.
Stamina

The character recovers from injuries much faster than others.

Prerequisite: Robust
Benefit: The hero recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
Taunt

The character has the ability to temporarily rattle a target through the use of insults and goading.

Prerequisite: Dazzle
Benefit: The hero can (once a day per level and/or for 1 Hero Point) foster a sense of growing dread in his enemies, causing them to take become frightened. To be affected, an enemy must be within 30 feet and able to see and hear the hero. The effect persists for as long as the enemy is within 30 feet and the hero.

The taunt cannot cause a creature to become panicked, even if the targets are already frightened from another effect.

The bonus lasts for a number of rounds equal to the hero's Charisma modifier (+1 extra round per Hero Point spent) and is a move action to initiate but a free action to maintain.

Taunt is a mind-affecting fear effect and it relies on audible and visual components.
Track

The character can interpret and follow tracks.

Benefit: A hero adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Trap Sense

The character has a knack for avoiding traps.

Benefit: The hero gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps.

For every Hero Point spent, this bonus increases by +2

This Talent can be taken again and stacked.

Trick

The character has the ability to temporarily confuse a target through the use of ploy and deception.

Prerequisite: 1 rank in Bluff skill
Benefit: The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero and must be able to hear and understand the hero.

To play a trick on a target, the hero must use a full-round action and make a Bluff vs. the target's sense motive skill. If the Bluff check succeeds, by 5 or more the target becomes dazed.

A trick can only be played on a particular target once per encounter (or a new target for 1 Hero Point). After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.

Uncanny Dodge

The character can react to danger before her senses would normally allow her to do so.

Prerequisite: Evasion
Benefit: A hero cannot be caught flat-footed, nor does he lose her Dex bonus to AC if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A hero with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Weapon Training

The character is trained with a wide variety of weapons.

Benefit: Whenever he attacks with a weapon from the chosen group, he gains a +1 bonus on attack and damage rolls.

Every four levels, a hero becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a hero reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A hero also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the hero's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Wild Empathy

The character and animals seem to get along well.

Benefit: This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The hero rolls 1d20 and adds his hero level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hero and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Windfall

The character is wealthier than most.

Benefit: The hero adds half his class level (minimum 1) to any one Profession skill.