Talents
Special abilities that define your character
Talents represent special training and abilities that set your character apart. Each talent has three degrees: Novice, Journeyman, and Master.
Talent
Arcane Lance
You can project bolts of magical energy
You can use your magic to attack at range. Novice: Basic Arcane Lance spell. Journeyman: Improved damage. Master: Extended range and damage.
Archery Style
You are a skilled archer
You must be using a bow. Novice: You can reload as a free action. Journeyman: Activate the Knock Prone stunt for 2 SP. Master: Activate the Knock Prone stunt for 1 SP.
Armor Training
You have learned to fight while wearing armor
You only take the strain of armor that is heavier than your training allows. Novice: Leather armor. Journeyman: Mail armor. Master: Plate armor.
Chirurgy
You are skilled at mundane healing
You can treat injuries. Novice: Restore -400 font-semibold">1d6 Health. Journeyman: Restore -400 font-semibold">2d6 Health. Master: Restore -400 font-semibold">3d6 Health and treat diseases.
Command
You can lead others in battle
You can inspire your allies. Novice: Grant +1 to an ally's next action (major action). Journeyman: Affect 2 allies. Master: Affect 3 allies and grant +2.
Contacts
You have useful contacts in various places
You know people who can help. Novice: You have contacts in your home city. Journeyman: You have contacts in most major cities. Master: You have contacts across Thedas.
Dual Weapon Style
You can fight with a weapon in each hand
You can attack with two weapons as a single major action. Novice: You can use the Dual Strike stunt for 3 SP. Journeyman: You gain +1 to Defense. Master: You can use the Dual Strike stunt for 2 SP.
Horsemanship
You are skilled at fighting from horseback
You can ride and fight effectively. Novice: No penalties when mounted. Journeyman: You inflict +1 damage when charging. Master: You inflict +2 damage when charging and gain +1 Defense while mounted.
Intrigue
You are skilled at political maneuvering
You can navigate social intrigue. Novice: You gain +2 to detect lies. Journeyman: You can uncover plots. Master: You can manipulate political situations.
Linguistics
You have a gift for languages
You can learn languages easily. Novice: You know 2 additional languages. Journeyman: You know 4 additional languages. Master: You know 6 additional languages.
Lore
You are well-educated and knowledgeable
You have broad knowledge. Novice: You gain +2 to any one Cunning (Lore) focus. Journeyman: You gain +2 to two Cunning (Lore) focuses. Master: You gain +2 to three Cunning (Lore) focuses.
Music
You can play musical instruments
You can perform music. Novice: You can play one instrument. Journeyman: You can play three instruments. Master: You can play any instrument and grant +1 to social tests when performing.
Observation
You are highly perceptive
You notice things others miss. Novice: +2 to Perception (Seeing). Journeyman: +2 to Perception (Hearing). Master: +2 to all Perception tests.
Oratory
You are a powerful public speaker
You can sway crowds. Novice: You gain +2 to Communication (Leadership). Journeyman: You can affect 10 people with a speech. Master: You can affect 100 people with a speech.
Performance
You are a skilled entertainer
You can entertain audiences. Novice: You gain +2 to Communication (Performance). Journeyman: You can earn money performing. Master: You can become famous through performance.
Poison-Making
You can create and identify poisons
You can make poisons. Novice: Create basic poisons. Journeyman: Create moderate poisons. Master: Create deadly poisons.
Quick Reflexes
You have lightning-fast reactions
You act quickly in combat. Novice: +1 to initiative. Journeyman: +2 to initiative. Master: +3 to initiative and you can take a minor action before initiative is rolled.
Scouting
You are skilled at reconnaissance and moving ahead of the group
You can scout ahead safely. Novice: You can scout as a major action. Journeyman: You gain +2 to Perception (Seeing). Master: Allies gain +2 to initiative based on your scouting.
Single Weapon Style
You are a fencer or duellist who fights with a single one-handed weapon
You must use a one-handed weapon and have your other hand free. Novice: You gain +1 to Defense. Journeyman: Activate the Lightning Attack stunt for 3 SP. Master: Activate the Lightning Attack stunt for 2 SP.
Tactics
You understand the art of warfare
You can analyze tactical situations. Novice: You gain +2 to Cunning (Military Lore). Journeyman: You can grant +1 to initiative to your group. Master: You grant +2 to initiative to your group.
Thievery
You are skilled at stealth and larceny
You can perform roguish activities. Novice: You gain +2 to Dexterity (Stealth). Journeyman: You gain +2 to Dexterity (Lock Picking). Master: You gain +2 to Dexterity (Legerdemain).
Throwing Style
You are skilled at throwing weapons
You must be using a thrown weapon. Novice: You gain +1 to attack. Journeyman: Activate the Pierce Armor stunt for 3 SP. Master: Activate the Pierce Armor stunt for 2 SP.
Two-Handed Style
You fight with heavy, two-handed weapons
You must be using a two-handed weapon. Novice: You inflict +1 damage. Journeyman: Activate the Mighty Blow stunt for 3 SP. Master: Activate the Mighty Blow stunt for 1 SP.
Unarmed Style
You are skilled at fighting without weapons
You must be fighting unarmed. Novice: Your unarmed damage is -400 font-semibold">1d6. Journeyman: Activate the Disarm stunt for 3 SP. Master: Activate the Disarm stunt for 2 SP and your damage is -400 font-semibold">1d6+1.
Weapon and Shield Style
You are expert at using a shield in combat
You must be using a shield. Novice: You gain +1 to Defense. Journeyman: Activate the Shield Bash stunt for 3 SP. Master: Activate the Shield Bash stunt for 1 SP.
Weapon Group
Axes
Proficiency with battle axes, throwing axes, and two-handed axes
You can use axes of all types effectively
Bludgeons
Training with maces, hammers, mauls, and clubs
You can wield bludgeoning weapons without penalty
Bows
Proficiency with longbows, shortbows, and crossbows
You can use bows and crossbows without penalty
Brawling
Expertise in unarmed combat and improvised weapons
You can use unarmed strikes and improvised weapons effectively in combat
Heavy Blades
Training with longswords, bastard swords, and two-handed swords
You can wield heavy bladed weapons effectively
Light Blades
Skill with daggers, shortswords, and rapiers
You can use light bladed weapons without penalty
Spears
Skill with spears, polearms, and lances
You can use spears and polearms effectively
Staves
Proficiency with quarterstaffs and magical staves
You can wield staves without penalty