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.