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Talents document (by Marlon for Marlon, basically hyper unofficial shit but like who cares, im

just doing this because i like rules and board at 3 in the morning)

Introduction:
Talents is what makes a character in this modified version of rules encyclopedia/BECMI
system. They are used for everything, look back at what you do in real life, like driving,
drawing or even knowing basic tenets of your culture. That is what Talents simply the ability
to be able to do something that requires training. A character starts with 4 talents, then gain
one talent after every 4 levels (5, 9, 13, 17 so on).

There are three types of talents; open ended rolls, hard rolls, and passive talents.
Open ended rolls; a player rolls a d20 and then subtracts the value of the roll, to the value of
the talent. If a Cleric has 22 wisdom and has added 5 points in ceremony (having 27) and
they roll a 15 on their ceremony check, (22+5-15) they will pass this check by 12 gaining +12
to their spell roll.
Hard rolls are simple, you have the value of the talent (stat+XPbonus) and you have to roll
below it to suceed. So if a fighter wishes to use smash and have 19 strength they simply
have to roll below a 19 with a d20.
Pasive talents simply always work and dont require any roll to be able to use them

Epic talents: After a character reaches lv9 (they can gain some earlier if their class permits
it) they will gain access to talents that are exclusive to their class and cant be bought for xp.
These talents to be either incredibly powerful or versatile to a point where you can use them
in any scenerio. Yet most epic talents tend to require other talents before you are able to
learn them (you need weapon attack and smash before you can take weapon focus).

Racial (and/or nationality) talents:


As races the characters may have grown up in different cultures and such, so they have
different skills. Naturally every race has 2 basic talents called culture and history. These are
none negotiable talents because not having these would mean your character knows
nothing. These talents do change depending on the race, an elf might have elven culture
while a dwarf will have dwarven culture.
There are also race exclusive talents where talents are deeply ingraved into a races culture
to the point where everyone learns it. Kind of like for humans IRL will have the talent learn
from the start, even though it is an epic talent in game.

Humans: History + culture: depending on the player characters nationality they will get a
different history and culture talent. I thaytian character will gain thyatian history and culture
while a glantrien character will gain glantrien culture and history.
Elves: Elven culture, elven history + treewalking.
Dwarfs: Dwarven culture, dwarven history + their choice of smithing or mining (they will get
the other at lv5)
Hobbits: Hobbit culture, hobbit history + cooking.
Gnomes: Gnome culture, Gnome history + one of the invention talent (minor invention or
major invention), they will gain the other invention talent at LV5.
Normal talents:
Im too lazy smh, might write the important ones Fx deflect and smash:

Epic talents:

Int/wis
Chain magic;
Hard roll
Prereq: spellcraft+combat casting.
Chain magic allows a person to copy the spell they are casting, so a player instead of
casting 1 fireball, now casts 2. It also allows a player to cast range 0 spells on others, a
mage can chain stoneskin on to another character. Despite normally not being able to do
that with the spell.
This requires that the player succeeds a chain magic check with a penalty of -5, combined
with the level of the spell and how many times they wish to chain it. So if a wizard wishes to
chain together 3 fireballs they will have to suceed a check with a penalty of 11.
Note* you can only chain spell levels equal to your caster level.

Learn:
Int/wis/cha
open-ended roll:
Prereq:
Improves a players ability to learn, it has two uses; first it allows a player to train intelligence,
wisdom and charisma, which you cant train without it. The second effect is providing a bonus
to every activity that requires learning in anysort equal to how much the player passes the
learn check by. This can be; stats, weapon mastery, spell creation, learning a spell, radiance
exam, etc.

Alocrity.
Hard roll
Prereq: Magical engineering.
Allows the player to use items that require willpower to activate after casting a spell. This still
requires an attack so the player must have a way of gaining that additional attack (Fx double
attack or extra attack).

Aleph:
Open-ended roll.
Prereq: spellcraft+second knot (first knot if your glantrien)

There are two main uses for this talent, first is an effect similar to spellcraft adding a bonus
equal to how much the player succeeds the roll with. The second is enhancing the spell, this
can be anything from more damage, range, aoe, and even effect in some spells case. For
damage you had by how much you succeeded the roll with, to the spells damage. For range
and AOE its 5% for every point you suceed with. And for effect it differs from spell to spell
(ask DM).
Aleph 2:
Open-ended roll.
prereq : aleph+radience intiate

The second letter of aleph expands the capabilities to effect others, so instead of just
affecting your spell it effects others. This can be anything from saves to differing effects. For
every 10 points a player passes this check with, the target will receive a -1 penalty to the
save.
The second letter can also just be used as normal aleph and vice versa.
Counterspell:
Int
Hard roll
Prereq: alertness+alternative magic.
Allows the player to counter a spell or activated ability from an item. For the effect of the
talent to be activated the player must succeed a counterspell check minus the spell level
they wish to counter. So if they wish to counter a powerword kill they must suceed a check
with a -9 penalty. If the player succeeds this check it will cost them spell points equal to the
spell countered.

Hidespell:
Int
Hard roll
Prereq: alternative magic.
Allows the player to hide a spell they cast, this entails that they use the minimum amount of
movement to cast the spell. Allowing the caster to cast spells while restrained. This does
require the player to suceed a hidespell check with a penalty equal to the spell they are
hidings level.

Item enchanter:
Int
Open-ended roll
Prereq magical engineering.
This talent allows the caster to create magic items, it also gives a bonus similar to aleph and
spellcraft to the process of making the item
Ask the dm for other information on items, their price and how long it takes to make them.

Synthetic recharge:
Int
Hard roll
prereq spellcraft + magical engineering.
Allows a player to recharge a magic item, this can be any item as long as it has some sort of
charge in it. Fx ring of spell storing, wand of elements, or necklace of fireball. The price
depends on the item, but usually its one spell slot per charge.

Scroll preservation:
Int
hard roll
Prereq magical engineering.
Allows a player to preserve the spell scroll that they are using instead of it loosing its magic.
This requires a successful spell preservation roll check with a penalty equal to the level of
spell scroll you wish to preserve. So if a player wishes to preserve a timestop they will have
to suceed a spell preservation check with a penalty of 9.
Note* you can only preserve a total of spell scroll levels equal to your caster level per long
rest.

Spell preservation:
Int
Hard roll
Prereq spellcraft+magical engineering.
Instead of loosing the spell after casting it they get to preserve it. To do this a player must
suceed a spell preservation roll with a penalty of the level of spell they wish to preserve. So if
they wish preserve a fireball they must suceed the check with a penalty of 3.
Note* you can only preserve a total of spell levels equal to your caster level per long rest.

Military tactics
Int
Open ended roll
Prereq leaderships

Wis

Cha
Str
Double smash
Str
hardroll
Prereq smash
The fighter gets to add 2x their strength to their damage roll at the cost of -10 tohit. Albeit for
every 10 points they pass this check they will get a bonus of +1 tohit.

Weapon focus
Str
Open ended roll
Prereq smash and weapon attack
The player rolls a weapon focus check and for every point they suceed with they get to add it
to damage or tohit. The player must announce that they will use these points before rolling
the attack roll.

Impalement:
Str
Hardroll
Prereq: direct attack and smash
Allows the player to impale a target at the cost of -5 tohit. Albeit for every 10 points they pass
this check they will get a bonus of +1 tohit. When a target is impalement the attack roll isnt
required for the hit to land and cant deflect the attack. The victim can roll a raw strength
check against the player. If the victim suceeds the raw strength check with a result greater
then the player they will be able to remove the impaled weapon from their body.

Death blow
Str
Hardroll
Prereq double smash

Greater death blow


Str
Hardroll
Prereq deah blow

Whirlwind:
Dex
Hardroll
Prereq: double attack
Allows the player to take 2 additional attack actions with their weapon. Both will be directly
after a normal attack. So if a fighter uses this they will attack twice in second one and attack
twice in second two (matters because you can only deflect once per second).

Greater whirlwind.
Dex
Hardroll.
Prereq: whirlwind
Allows the player to take 4 additional attack actions with their weapon. All those attacks
happen directly after an normal attack. So if a fighter uses this they will attack twice in
second one and attack twice in second two, then so on (matters because you can only
deflect once per second).
Note* this talent does not stack with whirlwind.
Extra attack:
dex
Passive.
Prereq: double attack
Gives the player 2 extra attacks at lv12, then gives a player an additional attack for every 6
levels until LV36 where it becomes an extra attack every level. So lv12 +2, lv18 +3, lv24 +4,
lv30 +5, lv36 +6, lv37 +7, lv38 +8, lv39 +9, lv40 +10.
Note* if a player is another class then a fighter takes this talent it will only be lv12 +2, lv24
+3, lv36 +4, lv38 +5. Goes by the level that allows you to take the talent, so a lv12 fighter 24
mage will get 2 attacks not 3.

Evasion:
Dex
Open ended
Prereq: dodge

Greater evasion:
Dex
Hardroll
Prereq evasion.

Antimagic:
Dex
Passive
Prereq greater evasion.
Antimagic gives one their level + dex in antimagic, this will not let one go over the 50% limit.

Shadow walk

Spiderclimb

Aerial combat

Wisdom:

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