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Additionally, you have advantage on tests to detect or identify hazards.<br>
Additionally, you have advantage on tests to detect or identify hazards.<br>


DIRTY TACTICS
=== Dirty Tactics ===
Prerequisite: Finesse 1+; Sense of Direction key talent
'''Prerequisite:''' Finesse 1+; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]<br>
Activation: ▶
'''Activation:''' 1 Action<br>
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Choose a character you can sense within your reach, test your Finesse against their Cognitive defense. On success, they take keen damage equal to your Finesse modifier and they become Slowed until the end of your next turn.<br>
Test Finesse vs Mental to disrupt a target's movement
Additionally, if you are at one of your landmarks, you gain an advantage on your next test.<br>
within reach. On success, the target receives keen
'''Leads to:''' [[Explorer#Press the Attack|Press the Attack]]<br>


damage equal to your Finesse modifier and becomes
=== Dungeon Expert ===
Slowed until the end of your next turn.
'''Prerequisite:''' Finesse 3+; [[Explorer#Shadow Step|Shadow Step]]<br>
Additionally, if you are at one of your landmarks, you
'''Activation:''' Always Active<br>
gain an advantage on your next test.
For the purposes of your other talents, you are at one of your landmarks any time you are in abandoned or underground spaces.<br>
DUNGEON EXPERT
 
Prerequisite: Finesse 3+; Shadow Step talent
=== Home Base ===
Activation: ∞
'''Prerequisite:''' [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]<br>
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'''Activation:''' 1 Action<br>
For the purposes of your other talents, you are at one of
''You have a keen sense for getting back to safety.''<br>
your landmarks any time you are in abandoned or
You can note an additional landmark with your [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction talent]], but the area must be inhabited.<br>
underground spaces.
'''Leads to:''' [[Explorer#Collected|Collected]], [[Explorer#Port of Call|Port of Call]]<br>
HOME BASE
 
Prerequisite: Sense of Direction key talent
=== Port of Call ===
Activation: ▶
'''Prerequisite:''' Survival 2+; [[Explorer#Home Base|Home Base]]<br>
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'''Activation:''' Special Activation<br>
You have a keen sense for getting back to safety. You
While you are at one of your landmarks you have an advantage on Persuasion and Insight tests to get a good deal or obtain information about places of interest.<br>
can note an additional landmark with your Sense of
'''Leads to:''' [[Explorer#Shadow Step|Shadow Step]]<br>
Direction, but the area must be inhabited.
 
PORT OF CALL
=== Press the Attack ===
Prerequisite: Survival 2+; Home Base talent
'''Prerequisite:''' Finesse 2+; [[Explorer#Dirty Tactics|Dirty Tactics]]<br>
Activation: ★
'''Activation:''' Special Activation<br>
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When you deal damage with an attack, if you had one or more advantage on the damage die, you may spend 1 focus to add the results of all damage dice instead of choosing one.<br>
While you are at one of your landmarks you have an
 
advantage on Persuasion and Insight tests to get a good
=== Shadow Step ===
deal or obtain information about places of interest.
'''Prerequisite:''' Finesse 2+; [[Explorer#Port of Call|Port of Call]]<br>
PRESS THE ATTACK
Activation: Free Action<br>
Prerequisite: Finesse 2+; Dirty Tactics talent
''You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.''<br>
Activation: ★
After you Disengage, you can spend 2 focus to make a Finesse test and compare the result against the Mental defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness). If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.<br>
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'''Leads to:''' [[Explorer#Dungeon Expert|Dungeon Expert]]<br>
When you deal damage with an attack, if you had one
or more advantage on the damage die, you may spend 1
focus to add the results of all damage dice instead of
choosing one.
SHADOW STEP
Prerequisite: Finesse 2+; Port of Call talent
Activation: ▷
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After you Disengage, you can spend 2 focus to make a
Finesse test and compare the result against the Mental
defense of each enemy who can sense you. You gain an
advantage on this test if you’re in cover or an area
where your target’s primary sense is obscured (such as
darkness).
If you succeed against an enemy, you’re hidden as if
you’d succeeded on a Stealth test to hide from them.


== Trailblazer ==
== Trailblazer ==
=== Fatal Thrust ===
'''Prerequisite:''' Perception 3+; [[Explorer#Wild Instinct|Wild Instinct]]<br>
'''Activation:''' 2 Actions<br>
''You aim for your foe’s vitals with callous finesse, hoping to bring the fight to an end before it begins.''<br>
Using a light weapon, make a melee attack against the Cognitive defense of a target who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). If this weapon has the Discreet trait, you gain two advantages on the test.
When you roll damage for this attack, add an extra 4d4 damage, then count the number of your damage dice that rolled their maximum value (including your weapon’s usual damage plus the extra damage). For each die that rolled its maximum, your target must subtract 2 from any injury roll they make for that attack. For example, if you roll 1d6 plus 4d4, and two dice roll their maximum value—a 6 on your weapon’s d6 and a 4 on an extra d4—your target subtracts 4 from their injury roll.<br>
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d4 damage (instead of 4d4); at tier 4, you instead roll an extra 8d4 damage; and at tier 5, you instead roll an extra 10d4 damage.<br>
=== Focused Recovery ===
'''Prerequisite:''' Survival 2+; [[Explorer#Natural Memory|Natural Memory]]<br>
'''Activation:''' Special Activation<br>
When you use the Recover action, you recover 1 additional focus. While you are at one of your landmarks, you recover additional focus equal to your ranks in Survival instead.<br>
'''Leads to:''' [[Explorer#Practiced Vigilance|Practiced Vigilance]]<br>
=== Natural Memory ===
'''Prerequisite:''' [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]<br>
'''Activation:''' 1 Action<br>
''Your senses are honed for navigating wild spaces.''<br>
You can note an additional landmark with your Sense of Direction, but it must be uninhabited.<br>
'''Leads to:''' [[Explorer#Focused Recover|Focused Recovery]], [[Explorer#Nature's Guide|Nature's Guide]]<br>
=== Nature's Guide ===
'''Prerequisite:''' Survival 3+; [[Explorer#Natural Memory|Natural Memory]]<br>
'''Activation:''' Always Active<br>
You ignore difficult terrain caused by plants or other natural obstacles. Allies that follow the same route you took also benefit from this talent.<br>
'''Leads to:''' [[Explorer#Shrewd Maneuvers|Shrewd Maneuvers]]<br>
=== Practiced Vigilance ===
'''Prerequisite:''' Perception 3+; [[Explorer#Focused Recover|Focused Recovery]]<br>
'''Activation:''' Always Active<br>
You can spend 2 focus to ignore Surprised.<br>
Additionally, while you are at one of your landmarks, you ignore Surprised and Slowed.<br>
'''Leads to:''' [[Explorer#Wilderness Expert|Wilderness Expert]]<br>
=== Shrewd Maneuvers ===
'''Prerequisite:''' Perception 3+; [[Explorer#Nature's Guide|Nature’s Guide]]<br>
'''Activation:''' Free Action<br>
While you are outdoors you can spend 1 focus to gain 1 Action that you can only use for the Gain Advantage action.<br>
=== Wild Instinct ===
'''Prerequisite:'' Survival 2+; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]<br>
'''Activation:''' Always Active<br>
When you hit a nonsapient target (such as a wolf, shark, and other creatures driven by pure instinct) with a melee weapon, you can spend an Opportunity to cause the target to immediately suffer an injury.<br>
'''Leads to:''' [[Explorer#Fatal Thrust|Fatal Thrust]]<br>
=== Wilderness Expert ===
'''Prerequisite:''' Survival 3+; [[Explorer#Practiced Vigilance|Practiced Vigilance]]<br>
'''Activation:''' Always Active<br>
For the purposes of other talents, you are at one of your landmarks any time you are in untamed outdoor spaces.<br>

Latest revision as of 22:27, 25 September 2026

Explorer

Explore things.
Starting Skill: Survival. If you choose Explorer as your starting path, gain a free skill rank in Survival.

Sense of Direction (Explorer Key)

Prerequisite: None.
Activation: Special Activation
After spending 1 minute mentally preparing, you make a mental map of an area you are actively within or that is currently being described to you in detail. That location becomes one of your landmarks until you choose to end this effect as a Free Action or select a new landmark.
Additionally, you gain an advantage on tests made to navigate to, exploit the terrain of, or identify dangers within any of your landmarks.
Leads to:

Delver

Collected

Prerequisite: Finese 2+; Home Base
Activation: Always Active
You’ve learned to be mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.
When you acquire this talent, increase your Mental and Spiritual defenses by 2.
Leads to: Delver's Sense

Delver's Sense

Prerequisite: Finesse 3+; Collected
Activation: Always Active
Your defenses increase by 2 when defending against hazards.
Additionally, you have advantage on tests to detect or identify hazards.

Dirty Tactics

Prerequisite: Finesse 1+; Sense of Direction Explorer key talent
Activation: 1 Action
Choose a character you can sense within your reach, test your Finesse against their Cognitive defense. On success, they take keen damage equal to your Finesse modifier and they become Slowed until the end of your next turn.
Additionally, if you are at one of your landmarks, you gain an advantage on your next test.
Leads to: Press the Attack

Dungeon Expert

Prerequisite: Finesse 3+; Shadow Step
Activation: Always Active
For the purposes of your other talents, you are at one of your landmarks any time you are in abandoned or underground spaces.

Home Base

Prerequisite: Sense of Direction Explorer key talent
Activation: 1 Action
You have a keen sense for getting back to safety.
You can note an additional landmark with your Sense of Direction talent, but the area must be inhabited.
Leads to: Collected, Port of Call

Port of Call

Prerequisite: Survival 2+; Home Base
Activation: Special Activation
While you are at one of your landmarks you have an advantage on Persuasion and Insight tests to get a good deal or obtain information about places of interest.
Leads to: Shadow Step

Press the Attack

Prerequisite: Finesse 2+; Dirty Tactics
Activation: Special Activation
When you deal damage with an attack, if you had one or more advantage on the damage die, you may spend 1 focus to add the results of all damage dice instead of choosing one.

Shadow Step

Prerequisite: Finesse 2+; Port of Call
Activation: Free Action
You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.
After you Disengage, you can spend 2 focus to make a Finesse test and compare the result against the Mental defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness). If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.
Leads to: Dungeon Expert

Trailblazer

Fatal Thrust

Prerequisite: Perception 3+; Wild Instinct
Activation: 2 Actions
You aim for your foe’s vitals with callous finesse, hoping to bring the fight to an end before it begins.
Using a light weapon, make a melee attack against the Cognitive defense of a target who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). If this weapon has the Discreet trait, you gain two advantages on the test. When you roll damage for this attack, add an extra 4d4 damage, then count the number of your damage dice that rolled their maximum value (including your weapon’s usual damage plus the extra damage). For each die that rolled its maximum, your target must subtract 2 from any injury roll they make for that attack. For example, if you roll 1d6 plus 4d4, and two dice roll their maximum value—a 6 on your weapon’s d6 and a 4 on an extra d4—your target subtracts 4 from their injury roll.
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d4 damage (instead of 4d4); at tier 4, you instead roll an extra 8d4 damage; and at tier 5, you instead roll an extra 10d4 damage.

Focused Recovery

Prerequisite: Survival 2+; Natural Memory
Activation: Special Activation
When you use the Recover action, you recover 1 additional focus. While you are at one of your landmarks, you recover additional focus equal to your ranks in Survival instead.
Leads to: Practiced Vigilance

Natural Memory

Prerequisite: Sense of Direction Explorer key talent
Activation: 1 Action
Your senses are honed for navigating wild spaces.
You can note an additional landmark with your Sense of Direction, but it must be uninhabited.
Leads to: Focused Recovery, Nature's Guide

Nature's Guide

Prerequisite: Survival 3+; Natural Memory
Activation: Always Active
You ignore difficult terrain caused by plants or other natural obstacles. Allies that follow the same route you took also benefit from this talent.
Leads to: Shrewd Maneuvers

Practiced Vigilance

Prerequisite: Perception 3+; Focused Recovery
Activation: Always Active
You can spend 2 focus to ignore Surprised.
Additionally, while you are at one of your landmarks, you ignore Surprised and Slowed.
Leads to: Wilderness Expert

Shrewd Maneuvers

Prerequisite: Perception 3+; Nature’s Guide
Activation: Free Action
While you are outdoors you can spend 1 focus to gain 1 Action that you can only use for the Gain Advantage action.

Wild Instinct

'Prerequisite: Survival 2+; Sense of Direction Explorer key talent
Activation: Always Active
When you hit a nonsapient target (such as a wolf, shark, and other creatures driven by pure instinct) with a melee weapon, you can spend an Opportunity to cause the target to immediately suffer an injury.
Leads to: Fatal Thrust

Wilderness Expert

Prerequisite: Survival 3+; Practiced Vigilance
Activation: Always Active
For the purposes of other talents, you are at one of your landmarks any time you are in untamed outdoor spaces.