MLP Talents

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Class Talent Trees[edit]

(160/162 Talente fertig)

Artisan[edit]

  • Artist (6/6) -
    • Artistic Expression(Prerequisite: Work of Art): Same as Work of Art, but the decoration bonus of the work gains an additional +1 to Social Access Rating and the Wealth rating of the finished Work of Art increases by 2.
    • Artistic Freedom(Prerequisite: Work of Art, Artistic Inspiration): You can spend a Harmony Point to imbue a work of art with the power of Harmony. As a full-round action, you can store a Harmony Point in the work. You can only harmonize one item every 24 hours, and cannot have more than half your artisan level works with Harmony Points stored in it. Drawing out the Harmony Point takes a swift action, works only for the artist or a character designated by the artist, and may be spent in the same round as spending a normal Harmony Point (maximum two Harmony Points spent that round).
    • Artistic Impression(Prerequisite: Work of Art): Same as Work of Art, but the decoration bonus of the work is decreased by one and everypony in the direct vicinity of the work (fine: same square, diminutive: 1 square, tiny: 2 squares, small: 4 squares, medium: 8 squares, large: 16 squares, huge: 32 squares, colossal: 64 squares, etc.) gains a +1 inspiration bonus to appropriate dice rolls. The Wealth rating of the finished work increases by 2.
    • Artistic Inspiration(Prerequisite: Arts and Crafts): Whenever you spend a Harmony Point to add to a craft skill check, add twice the dice result.
    • Arts and Crafts(Prerequisite: Trained in any Craft skill): Whenever you spend a Harmony Point to add to a craft skill check, you always reroll a result of 1 on any of your Harmony Point dice, and continue to reroll until you get a result of 2 or higher.
    • Work of Art(Prerequisite: Trained in appropriate Craft skill): This talent creates the artistic effigy of an object, creature, or force, as visualized by you with a maximum dimension of one size category per two Artisan levels (1-2: fine, 3-4: diminutive, 5-6: tiny, 7-8: small, 9-10: medium, 11-12: large, 13-14: huge, 15-16: gargatuan, 17-18: colossal, 19+ colossal II+). A Work of art may be a painting, a statue or a stained glass window, a poem, a song or a story; any kind of physical or social object. The work of art may eventually create sound, smell, texture, or temperature. You can move the work of art within the limits of the size of the effect, but it may make no movements on of its own accord. Creating a work of art requires at least a full-round action, but usually takes an hour, a day, or more, depending on the scope of the project. When attempting to create a work of art, the character simply makes an appropriate Craft check, the result of which determines the quality of the work. For each five points over the DC of 10 the work of art gains a +1 decoration bonus to Social Access Rating and its Wealth rating increases by 3. Unless the effort is particularly elaborate or the character must acquire an expensive piece of equipment, the basic components have a purchase DC of 5. If the character wishes he can use more expensive materials from which to craft his art. In that case the basic Wealth DC from which to calculate the Wealth rating of the work of art is that of the more expensive material.
  • Craftsman (6/6) -
    • Assured Skill(Prerequisite: trained in the chosen crafting skill): When you select this talent, choose one crafting skill. Whenever you roll a skill check with that skill, you can choose to lose any competence bonuses to that skill check and instead roll 2 dice, keeping either result. You can select this talent multiple times. Each time you do so, you may choose a new crafting skill to which the benefits the benefits of this talent apply.
    • Critical Skill Success: Whenever you roll a natural 20 on a skill check, choose one other skill. Once before the end of your next turn, you can choose to gain a +5 competence bonus to a check with that skill as a free action.
    • Careful Worker(Prerequisite: Skill Boon): The Pony who takes twice the normal amount of time required to use the Crafts skill gains a + 10 circumstance bonus to the check.
    • Skill Boon(Prerequisite: Assured Skill): When you select this talent, choose one Cutie Mark related skill. Whenever you spend a Harmony Point to add to that skill, increase the die type of your Harmony Point by one step (i.e. from d6 to d8, d8 to dlO, or d10 to d12. to a maximum of d12. You can select this talent multiple times. Each time you do so, you must choose a different Cutie Mark related skill to gain the benefits of this talent.
    • Master-crafted(Prerequisite: Critical Skill Success, Assured Skill, trained in the chosen crafting skill): When you select this talent, choose one crafing skill. Whenever you roll a natural 19 or a natural 20 on a skill check with that skill, you gain the benefits of the Critical Skill Success talent and also gain bonus hardness equal to your Charisma modifier to the crafted Item.
    • Master Piece(Prerequisite: Reliable Boon, trained in the chosen crafting skill): Whenever you spend a Harmony Point to add to a skill check, the equipment bonus of an object the character applies to that task, which was crafted by the character himself, is increased by 1. This extra bonus only applies to one of the equipment boni the object provides.
  • Designer (6/6) -
    • Accelerated Work Process(Prerequisite: trained in appropriate Craft skill, Improvisation): The time you need to craft an item, or make modifications to an item is reduced to half the regular time.
    • Hasty Reconfiguration (Prerequisite: Improvisation, Reconfiguration): You can exchange a modification to an existing piece of equipment for another by spending 1 minute and making a DC 20 appropriate Craft check. If you succeed, the equipment looses the old modification trait and gains a new trait until the end of the encounter, at which point the equipment looses all modification traits it had previously acquired through the use of the Modification talent.
    • Improvisation: You gain the ability to improvise solutions using common objects and scientific/magical know-how. This ability let you create objects in a dramatic situation quickly and cheaply, but that have a limited duration. Once per Day by combining common objects with a Craft check that corresponds to the function desired, you can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. Only objects that can normally be used more than once can be improvised. It takes a full-round action to make an object with improvisation. The object, when put into use, lasts for a number of rounds equal to the Artisan class level, or until the end of the current encounter, before it breaks down. It cannot be repaired after it breaks down.
    • Modification (Prerequisites: Trained in appropriate Craft skill, Skill Focus (appropriate Craft)): You can modify a device, decoration, garment, tool or vehicle so that it gains a special trait. Specific traits are given on the table (Enhancements/Enchantments). You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single object, and you can't apply the same benefit more than once. Before beginning the modification, you must make a wealth check determined by wealth DC of the object you wish to modify -5 or DC 10, whichever is more. Completing the modification requires 1 day per three points of wealth DC of the modification's cost. At the end of this time, make a DC 20 Craft check; you can't take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails the object doesn't gain the desired trait. However, you may start over from scratch if you wish. An object can only have one modification trait. Other characters trained in an appropriate Craft skill can assist you, reducing proportionately the time needed to complete the modification. At the end of modification process, they can make a Craft check to aid your check. The wealth rating of a modified item is increased by 3. You need Craft (garment) and Skill Focus (Craft (garment)] to create masterwork garments, for example.
    • Superior Modification (Prerequisite: Modification): You can make advanced modifications to a device, decoration, garment, tool or vehicle so that it gains special traits. Specific traits are given on the table (Enhancements/Enchantments). You may make up to two modifications at a time. Before beginning the modification, you must make a wealth check determined by wealth DC of the object you wish to modify -3 or DC 15, whichever is more. Completing the modification requires 1 day per 2 points of wealth DC of the modification's cost. At the end of this time, make a DC 30 Craft check; you can't take 10 or take 20 on this check. If the check succeeds, the superior modification is completed successfully, and the object gains the desired trait. If the check fails the object doesn't gain the desired trait. However, you may start over from scratch if you wish. Other characters trained in an appropriate Craft skill can assist you, reducing proportionately the time needed to complete the modification. At the end of modification process, they can make a Craft check to aid your check. The wealth rating of a modified item is increased by 6.
    • Reconfiguration (Prerequisite: Modification): You can exchange a modification to an existing piece of equipment for another by spending 1 hour and making a DC 20 appropriate Craft check. If you succeed, the equipment looses the old modification trait and gains the new one instead.

Athlete[edit]

  • Iron Pony (6/6) -
    • Ability Surge(Prerequisite: Extreme Effort): The character can temporarily increase his Strength and Dexterity, but at a penalty to his defenses. The character gains a +4 morale bonus to both Strength and Dexterity, but takes a –2 penalty on all defenses. Activating ability surge is a free action, and the surge lasts for as many rounds as the character has levels. Following an ability surge, the character goes down one step on the condition track for as many rounds as he surged, but may negate this penalty as a free action by spending an harmony point. The character may use the ability surge once per day for every two Athlete levels.
    • Extreme Effort: You can spend two swift actions to gain a +5 bonus on a single Strength check or Strength based skill check made during the same round.
    • Go for Broke: You are able to brace oneself to go for the Limit. You are able to increase your conndition Track by one step for the expenditure of 10 Fatigue Points.
    • Heavy Load: The character’s carrying capacity is calculated as if his Strength score were four points higher than it actually is.
    • Strengthened Body: The pony gains a +1 natural bonus to his Fortitude Defense. You can select this talent multiple times. Each time you do the natural bonus to your Fortitude Defense increased by +1
    • Shrug Of(Prerequisite: Strengthened Body): The natural bonus to your Fortitude Defense gained by the Strengthened Body talent counts in addition as Damage Reduction against physical attacks.
  • Speedster (6/6) -
    • Advanced Sprint: When you use the run action, you can move up to one aditional times your speed (instead of the normal four times your speed you are runnig five times your speed. If you have the Sprint Feat you can running six times your speed).
    • Evasion: If you are hit by an area attack or hazzard you take half damage if the attack or the hazzard hit you. If the area attack or the hazzard misses you, you take no damage.
    • Long Stride: Your speed increases by 2 squares if you are wearing light armor or no armor. If you have a natural fly, climb, or swim speed, it increases by 2 squares as well. You cannot use this talent if you are wearing medium or heavy armor.
    • Short Sprint: For the expenditure of 5 Fatigue Points you can use a swift Action instead of a Move Action
    • Sports Routine: You may choose to reroll any Acrobatics, Fly, Jump, or Swim check (chose one if this feat is taken), but the result of the reroll must be accepted even if it is worse. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
    • Zigzag(Prerequisite: Sports Routine): When running, you are not restricted to a straight line and you can reroll Endurance checks, using the better result, while running.
  • Teamster (6/6) -
    • Coordinated Effort(Prerequisite: Coverage): When you use the aid another action to grant a bonus on attack rolls, if you are aiding the target of your Coverage talent that ally also gains a +2 bonus to damage rolls on the attack you aided.
    • Coverage: Once per encounter, you can designate one ally within 6 squares of you. Until the end of the encounter, that ally gains a +1 morale bonus to Reflex Defense as long as it remains adjacent to you. Any individual can only be the target of this talent once per encounter.
    • Come on!: When you roll Initiative for combat, choose one willing ally within your line of sight. You and that ally swap Initiative results.
    • Team Effort(Prerequisite: Coverage): Spend a swift action. Until the end of your next turn, while you are adjacent to your Coverage target, any enemy that is adjacent to you and to that ally is considered flanked.
    • Get into Position(Prerequisite: Positioning): Once per encounter, at the start of your first turn, choose two allies within 12 squares and in your line of sight. Each ally can immediately move up to his or her speed as a reaction.
    • You can do it!(Prerequisite: Come on!): Once per day you can spend a Harmony point to grant one of your Talents or Feats for this Sceen to an ally. She can only benefit from Talents or Feats when she comply with the requirements (excepting Class Requirments, Harmony Talents are not allowed) In addition this talent can be used to share a Flight Formation without meeting the appropriate requirements.

Commoner[edit]

  • Jack of All Trades (6/6) -
    • Tried It All: Up to its Commoner level times per day, the pony is able to use any skill he or she is not trained in with a +1 rookie bonus for one skill check.
    • Know It All (Prerequisite: Tried It All): Up to its Commoner level times per day, the pony can use any trained only applications of any specific skill the character is not trained in for one skill check.
    • Knack: Once per day, you can reroll a skill check and take the better result. You can select this talent multiple times; each time you select this talent, you gain one additional luck reroll per day.
    • Done It All(Prerequisite: Know It All): When you select this talent, choose two talents (from any non prestige class) that you do not possess but for which you meet the prerequisites. Once per turn on your turn, you can spend a Harmony Point as a free action to gain the benefits of one of those talents until the end of your next turn.
    • Almighty(Prerequisite: Done It All): When you select this talent, choose any two talents that you do not possess and for which you must not meet the prerequisites. Once per turn on your turn, you can spend a Harmony Point as a free action to gain the benefits of one of those talents until the end of your next turn.
    • Smattering: The pony may make a special knowledge check with a bonus equal to his commoner level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the pony has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful smattering check will not reveal the powers of a magic item but may give a hint as to its general function. The pony may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DCType of Knowledge
10Common, known by at least a substantial minority drinking; common legends of the local population.
20Uncommon but available, known by only a few people legends.
25Obscure, known by few, hard to come by.
30Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
  • Professional (6/6) - You're not just good at what you do, you're the best. Failure is but a stumbling block, and great success always follows.

You excel at complex tasks and are always called upon when your allies need something done quickly and done right.

    • Leading Profession: Whenever you earn a success in a skill challenge, you gain a +2 insight bonus to your next skill check made with a different skill in the same skill challenge.
    • Professional Confidence(Prerequisite: Rewarding Profession, Trained in the chosen skill): When you select this talent, choose one skill. Whenever you roll a natural 19 or a natural 20 on a skill check with that skill, you gain the benefits of the Rewarding Profession talent and also gain bonus fatigue points equal to your Charisma modifier. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
    • Reliable Profession(Prerequisite: Trained in the chosen skill): When you select this talent, choose one skill. Whenever you roll a skill check with that skill, a result of 2-7 on the die is always treated as though you had rolled an 8. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
    • Rewarding Profession: Whenever you spend a Harmony Point to add to a skill roll in a skill challenge and accrue a critical success for that skill check, you regain that Harmony Point.
    • Staff Entrance: The High Society just Ignoring you. You can enter Social Events without being noticed, and regardless of your Society Rating. But you have to stick to the Dress Code and the Code of Conduct for the staff. Wherever a Pony with an Higher social Status, that is no part of the staff, is picking you as a target for an social attack on a social event, you can make a Persuation Check as a free action against the Will Defense of the Pony. If the check is successful the opposer has to pick another target as long as other interesting targets are available. If you are the only remaining target you cannot activate this talent.
    • By the Plans(Prerequisite: Leading Profession): When working from a Design, the Professional Pony is able to craft either masterworked items, or double the bonus to the appropriate Craft skill from the Design.
  • Networker (6/6) -
    • Barter: You may reroll any Persuasion check made to haggle. You must, however, accept the result of the reroll.
    • Contact: The pony cultivates associates and informants. Each time the pony gains a contact, the Stablemaster should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain. Contacts may include informants, marketeers, workers, reporters, street people, store clerks, cart drivers, bureaucrats, clerical workers, security guards, and others who can provide limited access to and information regarding material the pony is interested in. A contact will not accompany the pony on missions or risk his or her life. A contact can, however, provide information or equipment, or render a service (make a specific skill check on the pony’s behalf). The pony can’t call on the same contact more than once in a week, and when she does call on a contact, compensation may be required for the assistance he or she renders. In general, a professional associate won’t be compensated monetarily, but instead will consider that the pony owes him or her a favor. The Stablemaster character will call in the favor when the opportunity arises. Contacts with non-pony or unusual connections usually demand compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide (This expense is represented by a Wealth check against a purchase DC between 10 for the low-level tasks and 15 for the mid-level tasks. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill.)
    • Favor(Prerequisite: Barter): You have an uncanny ability to acquire aid from anyone you meet. Once per encounter, by making a Persuasion check against the target’s Will defense, you can gain important information, items, or even just a free lunch from an NPC with an attitude of indifferent or better. This favor can not endanger or unreasonably hamper the target in any way – they won’t sacrifice themselves for you or give you their last sip of water in the desert. But if they can help you without too much trouble, they’ll happily do so.
    • Knowledge is Power (Prerequisite: Streetwise): Once per encounter, you may spend a Harmony point to have secret or disturbing information about another character, organization, or location. This could be a dark secret about a character that would ruin their reputation if it got out, knowing the location of a secret hidden entrance to the castle, the secret weakness of a monster, etc. Using this ability gives you +5 to any checks appropriate to the situation at hand (+5 to Persuasion checks if you have a secret over someone, +5 to Search checks to find a secret door, etc.) for the duration of the encounter.
    • Streetwise(Prerequisite: Word on the Street): You gain a +4 expertise bonus on Gather Information checks made to find information about or acquire goods, find contacts, or otherwise make your way on the street. When acquiring goods, after a successful Gather Information check against a DC of the wealth DC of the object (modified at the Stablemaster's discretion for exotic or hard to acquire things), the wealth check to finally purchase the item is reduced by 1 for every five points in excess of the DC.
    • Word on the Street The pony filters information constantly and remembers a lot of it. Through gossip, chats, and other contacts, she has a deep knowledge of everyday events and issues. The pony can make a Gather Information check on general or specific information instantaneously, and spends only an hour making a Gather Information check for restricted information. Retries may be made under normal rules. Protected information still requires 1d4+1 hours for a check.

Diplomat[edit]

  • Courtier (4/6) -
    • Natural Grace: Count your Charisma Bonus twice to determine your Society Rating.
    • Etiquette: Count your Society Rating 5 points higher to determine the access to Society Events. In Addition you can reroll one skill check per Society Events on Diplomacy, Persuation or Perform and take the better result.
    • Noble Behavior: If a lower Ponys trying to influence you, normaly it dont bother you. Determine the difference between your Society Rating and the Society Rating of the lower Pony. Half of the difference you gain as a bonus to your Will Defence against any Diplomacy, Persuation and Perform try to affect you (except Intimidate attempts).
    • Royal Behavior(Prerequisites: Noble Behavior): Same like Noble Behavior but the full difference between your Society Rating and the Society Rating of the lower Pony counts.
  • Coordinator (6/6) -
    • Born Leader: Once per encounter, as a swift action, you grant all allies within your line of sight a + 1 insight bonus on skill rolls. This effect lasts for as long as they remain within line of sight of you. An ally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.
    • Coordinate: A character with this talent has a knack for getting people to work together. When you use this talent as a standard action, all allies within your line of sight grant an additional + 1 bonus when they use the aid another action until the start of your next turn. You may select this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by + 1 (to a maximum of +5).
    • Distant Command (Prerequisite: Born Leader): Any ally who gains the benefit of your Born Leader talent (see above) does not lose the benefit if their line of sight to you is broken.
    • Fearless Leader (Prerequisite: Born Leader): As a swift action, you can provide a courageous example for your allies. For the remainder of the encounter, your allies receive a +5 morale bonus to their Will Defense against any fear effect. Your allies lose this benefit if they lose line of sight to you, or if you are killed or knocked unconscious.
    • Rally (Prerequisites: Born Leader, Distant Command): Once per encounter, you can rally your allies and bring them back from the edge of defeat. As a swift action, any allies within your line of sight who have less than half their total fatigue points remaining gain a +2 morale bonus to their Reflex Defense and Will Defense and a +2 bonus to all damage rolls for the remainder of the encounter.
    • Trust (Prerequisites: Born Leader, Coordinate): You can give up your standard action to give one ally within your line of sight an extra standard action or move action on his next turn, to do with as he pleases. The ally does not lose the action if line of sight is later broken.
  • Negotiator (6/6) -
    • Aggressive Negotiations(Prerequisite: Peer Pressure): As a standard action, you can weaken the resolve of another character with your words. The target must have an Intelligence of 3 or higher, and it must be able to see, hear, and understand you. Make a Persuasion check; if the result equals or exceeds the target's Will Defense, for every five points in excess of the targets Will Defense it moves - 1 step along the social condition track. The target gets a +5 bonus to its Will Defense if it is of Social Rating than you. If the target reaches the end of the track, it does not bother you for the rest of the Social Event; instead, it cannot socially attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This is a mind-altering effect.
    • Captivate: Once per Encounter you have the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand you. To captivate a target, you must use an attack action and make a Persuasion check against targets Will defense. If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round per Charisma Bonus and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened.
    • Innocent Appearance (Prerequisites: Persuading): Wherever a hostile being is picking you as a target for an attack (physical, magic or social), you can make a Persuation Check as a free action against the Will Defense of the hostile. If the check is successful the opposer has to pick another target as long as other interesting targets are available. If you are the only remaining target you cannot activate this talent.
    • Peer Pressure (Prerequisite: Persuading): Up to Charisma modifier times per day (minimum 1), you can influence the actions of a target with a lower Social Rating than your character by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. The suggested course of activity can continue for 1 day per Diplomat level. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do. As long as the condition is not met before the effects duration expires, the target gains a -2 penalty to all Social rolls towards other characters of a lower social rating than the character, that know of the suggested course of action.
    • Persuading You can choose to reroll an Persuasion check, but the result of the reroll must be accepted even if it is worse.
    • Talk Down(Prerequisites: Captivate, Persuading): Once per Encounter you can talk your way out of trouble. Either prior to the start of hostilities or during combat, you can talk down a single opponent within 15 feet of his or her position or otherwise able to hear your voice. That opponent immediately stops fighting and reverts to an indifferent attitude regarding you and the situation in general. Any hostile action by you or by one of the your allies directed at the opponent allows the opponent to act as he or she sees fit. To initiate this talent, you must spend a full-round action talking to your opponent. The makes a Persuation check against your Opponents Will Defence. If the roll is be successful, the opponent stops fighting. If the roll fail, the opponent continues as normal.

Entertainer[edit]

  • Muse (6/6) -
    • Bolster Ally: As a standard action, you can bolster an ally within line of sight, moving him + 1 step along the condition track and giving him a number of bonus hit points equal to his character level if he's at one-half his maximum hit points or less. Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter go away. You can't bolster the same ally more than once in a single encounter, and you can't bolster yourself.
    • Inspiration: The pony can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the pony for a full round for the inspiration to take hold, and the pony must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the pony’s Charisma modifier. An inspired ally gains a +1 morale bonus on defenses, attack rolls, and damage rolls. The pony can’t inspire him or herself. The pony can inspire a number of allies equal to one-half his or her heroic level, rounded down (to a minimum of one ally).
    • Inspire Confidence (Prerequisite: Inspiration): As a standard action, you can inspire confidence in your allies, granting them a + 1 morale bonus on attack rolls and a + 1 morale bonus on skill checks for the rest of the encounter or until you're unconscious or dead. Once inspired, your allies don't need to remain within line of sight of you. You can't inspire confidence in yourself.
    • Inspire Haste (Prerequisite: Inspiration): As a swift action, you can encourage one of your allies within line of sight to make haste with a skill check. On that ally's next turn, that ally can make a skill check that requires a standard action as a move action instead.
    • Inspire Courage (Prerequisite: Inspire Confidence): As a standard action, the pony can inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to see or hear the pony. The effect lasts for as long as the ally sees or hears the pony and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. This is a mind-affecting ability.
    • Inspire Heroics (Prerequisite: Inspire Courage): As a standard action, the pony can inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three heroic levels the character attains beyond 10th, he can inspire heroics in one additional creature. To inspire heroics, the pony must make a successful Charisma check (DC 15) and the ally must listen to and observe the pony for a full round. A creature so inspired gains a +4 morale bonus on all defenses. The effect lasts for as long as the ally hears the pony and for up to 5 rounds thereafter. This is a mind-affecting ability.
  • Performer (6/6) -
    • Public Occurrence: You can set the level of an Social Event in which you are the Pony with the highest Social Rating or Organizer of the event to a lower requirement.
    • Elevating Performance: After a successful show the memories and the feelings are a valuable treasure. You have to be successful on a perform check against the Social Rating of the event, if this is successfully the audiences can use a one time Moral Bonus on the Next skill check or Will Defense in amount of one fifth of the Social Rating of the Event (not cumulative, rounded down). This Bonus is Fading away 10 minutes per additional success above the Social Rating of the Event.
    • Sudden Party (Prerequisite: Elevating Performance): You can make start one event spontaneously and without preparation. The Social Rating is replaced by your Entertainer Level. The Event has no restriction to the Social Rating of the other Ponys to visit the event. All Performance Talents can be used on this Event.
    • Sophisticated Performance: In Social Event which you are the Pony with the highest Social Rating or Organizer you can raise the level of the decoration's maximum Social Access Rating by 4.
    • Public Speech: You are able to use your Performance or Persuasion Skills against whole crowds instead of single characters to improve their attitude towards you. The usual skill check is made against the highest Will Defense in the crowd.
    • Exciting Performance(Prerequisite: Elevating Performance): As Elevating Performance, but the moral bonus to the next skill check or Will Defense is increased to one half of the Social Rating of the Event.
  • Presenter (6/6) -
    • Fame (Prerequisite: Charming Presence, Reputation bonus 5+): The public has found you. Your reputation bonus and wealth rating increase by half your Entertainer Level.
    • Bedazzling Presence (Prerequisite: Charming Presence): The pony has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the pony, and must be able to see, hear, and understand the pony. To dazzle a target, the pony must use a social attack action against the target's Will Defense, adding his or her full heroic level as a bonus. If the attack succeeds, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to half the character’s heroic level. This is a Mind-Affecting ability.
    • Charming Presence: The pony 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 half the character’s heroic level. A pony character can only charm Stablemaster characters with attitudes of indifferent or better. The charming presence bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).
    • Captivating Presence (Prerequisite: Bedazzling Presence): The pony has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the pony, must be flat-footed or not in combat, and must be able to see, hear, and understand the pony. To captivate a target, the pony must use a social attack action against the target's Will Defense, adding his or her full heroic level as a bonus. If the attack succeeds, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. This is a Mind-Affecting ability.
    • Suggestive Presence (Prerequisite: Charming Presence): The ponies subtle insinuations can influence the actions of the target by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the talent. The suggested course of activity can continue for 1 hour per Entertainer level or until completed. If the suggested activity can be completed in a shorter time, the effect ends when the target finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the duration expires, the activity is not performed.
    • Taunting Presence (Prerequisite: Bedazzling Presence): The pony has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the pony, and must be able to hear and understand the pony. To taunt a target, the pony must use a social attack action against the target's Will Defense, adding his or her full heroic level as a bonus. If the attack succeeds, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.

Guard[edit]

  • Sentry (6/6) -
    • Armored Defense : When calculating your Reflex Defense, you may add either your heroic level or your armor bonus, whichever is higher. You must be proficient with the armor you are wearing to gain this benefit.
    • Armor Mastery (Prerequisite Armored Defense): max Dex bonus is +1.
    • Improved Armored Defense (Prerequisite Armored Defense): When calculating your Reflex Defense, you may add your heroic level plus one-half your armor bonus (rounded down) or your armor bonus, whichever is higher. You must be proficient with the armor you are wearing to gain this benefit.
    • Iron Steed (Prerequisite Armored Defense): Your armor does not reduce your speed or the distance you can move while running. You must be proficient with the armor you are wearing to gain this benefit.
    • Second Skin (Prerequisite Armored Defense): When wearing armor with which you are proficient, your armor bonus to your Reflex Defense and equipment bonus to your Fortitude Defense increase by +1.
    • Shining Armor (Prerequisite Armored Defense): When using mastercrafted armor you can use half of the Reflex Defense bonus as Moral Bonus on Perform Checks and as enhancement on the Society Rating.
  • Authority (6/6) - Sometimes somepony has to learn his place.
    • Presence of Authority: You can make a Persuasion check to intimidate a creature as a standard action (instead of a full-round action).
    • Demand Surrender (Prerequisite Presence of Authority): Once per encounter, you can make a Persuasion check as a standa rd action to demand surrender from an opponent who has been reduced to one-half or less of its hit points. If your check result equals or exceeds the target's Will Defense, it surrenders to you and your allies, drops any weapons it is holding, and takes no hostile actions. If the target is higher level than you, it gains a +5 bonus to its Will Defense. If you or any of your allies attack it, it no longer submits to your will and can act normally. You can only use this talent against a particular target once per encounter. This is a mind-affecting effect.
    • Voice of Power (Prerequisite Presence of Authority): Once per scene, make a Persuation check to inimidate one creature within line of sight as a standard action. On a success, instead of the normal effect of an intimidate application of the Persuation skill, the affected creature can take only a single swift action on its next turn. If the target is higher level than you, it gains a +5 Will Bonus against the skill check.
    • Untouchable Authority(Prerequisite Presence of Authority): Once per encounter, as a reaction, you can make a Persuation check to intimidate one creature that has made a melee, magic or rangeed attack against you if that creature is within line of sight. If you succeed, you impose a -5 penality to that attack roll. If the target is higher level than you, it gains a +5 bonus to its Will Deffense against the Intimidating attempt.
    • Force of Equestria(Prerequisite Presence of Authority): Once per round, when you deal damage equal to or greater than the target's damage threshold, make a Persuasion check as a free action; if the result equals or exceeds the target's Will Defense, you fill the target with terror, causing it to flee from you at top speed for 1 minute. The target can't take standard actions, swift actions, or full-round actions while fleeing, and the target stops fleeing and can act normally if it is wounded. As a free action or reaction, the target can spend a Harmony Point (if it has not already spent one earlier in the round) to negate the effect. The effect is automatically negated if the target's level is equal to or higher than your character level.
    • Great Force of Equestria(Prerequisite Force of Equestria): As "Force of Equestria" except that the target doesn't stop fleeing from you if it is wounded.
  • Enforcer (6/6) -
    • Detective: You are skilled in locating individuals and using research and surveillance to learn some of their most intimate secrets. When you make a Gather Information check to locate an individual, the DC is reduced by 10 and the time is reduced by half.
    • Nonlethal Tactics: When you are using a ranged or melee weapon to inflict stun damage, you gain a + 1 bonus on your attack roll and deal an additional die of stun damage.
    • Wanted: Up to once per day you may choose a single character or creature that is opposed to the characters attitudes or allegiances. The character harbors a special motivation in respect to his quarry. This motivation causes the character to gain a +1 bonus on Deception, Gather Information, Perception, Persuasion, Sense Motive, and Survival checks when using these skills against his quarry. Likewise, the hero gains a +1 bonus on weapon damage rolls against such characters or creatures. A character can only have a single quarry at any given time.
    • Revealing Secrets (Prerequisite: Detective): Your investigations reveal information that your target thought was secret. When you make a Gather Information check to learn secret information, the DC is reduced by 10 and any wealth DC checks for bribery are reduced by 5.
    • Slowing Stun: When you move a target at least -1 step along the condition track with an attack, its speed is halved until all conditions are removed.
    • Takedown: When you successfully make a melee attack and deal damage at the end of a charge, you knock your target prone as well, provided your opponent is no more than one size category larger than you.

Ranger[edit]

  • Critter Whisperer (6/6) -
    • Advanced Critter Friendship (Prerequisite: Critter Affinity, Wild Empathy, Critter Friendship): With this talent, the Pony spends a Harmony Point to beguile any creature of the Critter, Vermin, or Magical Beast type with an Intelligence of 6 or less. To use this ability, the Pony must be within 30 feet of the intended target creature. Attempting to beguile the critter is a standard action Profession [Handle Critter] check against the Will defense of the critter, that provokes an attack of opportunity. On success the creature becomes friendly until the end of the story.
    • Call Critters (Prerequisites: Critter Affinity, Critter Friendship): Once per encounter, as a full round action, a Pony with this talent can spend an Harmony Point to call up to (Charisma modifier + Ranger level) Hit Dice of critters that arrive and assist the pony. The critter(s) summoned is usually typical to the environment where the Pony is located, if any. If no such creature is available, smaller creatures that are appropriate to the area arrive in a group. These summoned critters instinctively assist the pony who called them and will automatically have an attitude of "helpful". Their primary function is to aid the pony, but they may also perform other tasks as per the Profession [Handle Critter] skill. The summoned critter or critters always arrive 1d3 rounds following the summoning, running to the scene from some nearby location. They will assist the pony who summoned them for one round per level of Ranger.
    • Critter Affinity: You can choose to reroll an Profession [Handle Critter] check, but the result of the reroll must be accepted even if it is worse.
    • Critter Friendship: With this talent, the Pony spends a Harmony Point to beguile any creature of the critter type. To use this ability, the hero must be within 30 feet of the intended target critter. Attempting to beguile the critter is a standard action Profession [Handle Critter] check agains the Will defence of the critter, that provokes an attack of opportunity. The critter becomes friendly until the end of the scene.
    • Critter Language: The Pony is able to communicate with any creature of the Critter or Magical Beast type with an Intelligence of 6 or less, that does not speak its own specific language (i.e. Dragonic, or something alike).
    • Wild Empathy (Prerequisite: Critter Affinity): A Pony can make an additional attempt to improve the attitude of a critter. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Pony rolls Profession [Handle Critter] against the Will Defense of the critter. The typical domestic critter has a starting attitude of indifferent, while wild critters are usually unfriendly. To use wild empathy, the Pony and the critter must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a critter in this way takes 1 minute but, as with influencing people, it might take more or less time. A Pony can also use this ability to influence a magical beast with an Intelligence score of 6 or less, but she takes the usual –5 penalty on the check.
  • Herder (6/6) -
    • Boss Mare: The Pony can use the Strength Bonus instead of the Charisma Bonus on Profession [Handle Critter] checks.
    • Call Herd (Prerequisite: Mark of the Herd): The pony gains the supernatural ability to call any member of her herd to her. The animal must be in the area (within a mile of the pony’s location), and will arrive within 10d6 minutes. Situations in which the pony and animal are clearly separated (separate cities, or the animal is chained or otherwise prevented from being anywhere near the pony), the animal will express consternation and distress but will not be able to respond.
    • Expert Herder: The pony is considered to be a master of nature lore, critters, and plants. The pony gains a circumstance bonus equal to her Reputation bonus when making skill checks that are directly involved with her knowledge of the natural world. Such skills would include applicable Knowledge skills, as well as such social skills when critters are involved.
    • Herdmaster (Prerequisite: Call Herd, Expert Herder): The character may spend a Harmony point to turn, command, or rebuke herd animals.
    • Mark of the Herd: The herder may spend a Harmony point to transform an encountered herd animal (chicken, cow, duck, goat, goose, pig or sheep) into a member of the character's herd . This requires a full-round action. The animal must already be friendly in attitude toward the character. This animal further accompanies the character on her adventures as is appropriate to its species, counts as an ally and a member of the character's herd. When an animal becomes bonded to the character it begins to display a mystical marking, often a smaller resemblance or variation of the herding pony's Cutie Mark, in a well visible spot on it's body, marking it part of the character's herd.
    • Pro Herder(Prerequisite: Boss Mare) The Pony can use both the Strength Bonus and Charisma Bonus on Profession [Handle Critter] checks.
  • Scout (6/6) -
    • Expert Tracker(Prerequisite: Surehoofed): You take no penalty on Survival checks made to follow tracks while moving your normal speed. (Without this talent, you take a -5 penalty on Survival checks made to follow tracks while moving your normal speed.)
    • Favored Terrain: When this talent is selected, choose an environment from the list below. In his chosen environment the Scout can choose to reroll any Hide, Perception or Survival check, but the result of the reroll must be accepted even if it is worse. Available environments are: arctic, desert, forest, hills, jungle, mountains, plains, sea and swamp. This talent may be chosen multiple times. Each time you may select a new environment from the list.
    • Make Do: In primitive or impoverished surroundings, you may use your Survival check instead of a Craft check to fashion tools, gear, or other equipment, to make repairs, or to build shelter, and the costs are a quarter of normal. However, the item is primitive (giving a -2 circumstance penalty to any checks or other rolls, including attacks), prone to failure, and will only last for a few days at longest. The item cannot be made as masterwork, or enchanted.
    • Natural Cover(Prerequisite: Favored Terrain): The character gains his Wisdom modifier (minimum 1) as a camouflage bonus to Hide checks in any of his chosen environments.
    • Surehoofed: Your speed is not reduced by difficult terrain.
    • Trackless Movement: Your tracks are much harder to find. Any attempt to follow your tracks take a -5 penalty on the appropriate check.

Scholar[edit]

  • Healer (6/6) -
    • Medical Competence: When making a Heal skill check, you may take 10 even if stress and distractions would normally prevent you from doing so.
    • Steady Under Pressure: You can choose to reroll any Heal check, using the better result.
    • Natural Healing: Your extensive knowledge of natural healing allows you to make first aid, treat disease, and treat poison (Heal) checks without a medical kit, if you have access to appropriate natural substitutes (as determined by the Gamemaster).
    • Extra First Aid: You can use the first aid application of the Heal skill one additional time per day on a target that has already received first aid for the day.
    • Emergency Team: You are skilled at working on and managing an emergency medical team. Allies automatically succeed on aid another attempts when assisting you with Heal checks.
    • Instant Medic (Prerequisite: Steady Under Pressure): You can use the first aid application of the Heal skill on a creature as a standard action instead of a full-round action.
  • Organizer (6/6) -
    • Advisor: Up to your Intelligence modifier's times during a scene (minimum 1), as a standard action, provoking eventual attacks of opportunity, you may grant any character a reroll to any one check in a skill in which your character is proficient. You must, however, accept the result of the reroll.
    • Coordinator: The pony has a knack for getting people to work together. When the pony can spend a full round directing his or her allies and makes a Charisma check (DC 10), the pony provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the pony’s Charisma modifier. The pony can coordinate a number of allies equal to half of his or her scholar level, rounded down (to a minimum of one ally).
    • Implacable: The pony selects a number of Intelligence-based skills equal to his Intelligence modifier. When making a check with one of these skills, the pony can take 10 even when distracted or under duress. The Initiative, Flight and Use Magic skills cannot be selected.
    • Orator(Prerequisite: Advisor, or Coordinator): The number of targets you can advise or coordinate simultaneously increases to all allied characters that are able to perceive the character during its advice.
    • Planer(Prerequisite: Coordinator): By using stored knowledge plus information of a task before you, you may develop a plan to handle a dramatic situation. This requires preparation, and can not be used if caught by surprise or otherwise unknowledgeable about the situation. By making an appropriate Knowledge check (DC 15), you provide yourself and your allies with one reroll to all relevant skill checks if the check is successfull and for every five points in excess of the DC. You may not take a 10 or a 20 on this check. Only one plan can be in effect; multiple individuals with this class feature may assist the designated plan maker via the Orator talent. The effects of this ability last for up to one story. If you choose to reroll a check or attack roll, the result of the reroll must be accepted even if it is worse.
    • Master Planer(Prerequisite: Planer, Implacable): As Planer, but you may also reroll attack rolls, and when a check is rerolled, you may take the better of the two results.
  • Researcher (6/6) -
    • Area of Expertise: When you select this talent you may choose a single area of interest (ancient archeology, dragons, or rainbows for example) that is a focus of the characters area of study. The character harbors a special motivation in respect to his specialization. This motivation causes the character to gain a +1 bonus on Appraise, Gather Information, Knowledge [related], Perception, Research, and Sense Motive checks when using these skills in reference to his specialization. Likewise, whenever the character makes a Wealth roll related to his area of expertise the DC of that roll is considered one less than normal. A character can purchase this talent multiple times to acquire multiple areas of expertise.
    • Bonus Language: See the feat Bonus Language (see there).
    • Field Analysis: By expending a harmony point, the character may generate a certain ammount of research time to analyze a current threat or phenomenon related to his or her field of study, he or she is in the presence of. During the course of three full rounds the character may learn a fact, that would normally require a certain amount of time to learn longer than a single encounter, the use of a library, or similar prerequisites. The Stablemaster may decide that certain types of facts are not accessible by the use of this ability (The level of Princess Celestia, how Alicorns are bred, or stuff like that).
    • Logical Conclusion(Prerequisite: trained in appropriate Knowledge): The pony can use the theoretical information at his command to help solve real tangentially related problems. Choose any Knowledge in which the pony is trained. He gains a synergy bonus equal to half his Scholar level (round down) to the skill related to that knowledge. The Scholar may take this talent multiple times, but each time it must apply to a different Knowledge.
Knowledge CategorySynergy Bonus
AstronomyProfession [Astrology]
AnatomyHeal
ArcanaUse Magic
ArtCraft [Artwork]
BehaviorSense Motive
CivicsDiplomacy
CuisineCraft [Cooking]
EngineeringCraft [Mechanics]
FashionCraft [Garment]
GeologyProfession [Miner]
GeometryCraft [Architecture]
HistoryResearch
HerbologyCraft [Alchemy]
LocalGather Information
MeteorologyProfession [Weather Working]
NatureProfession [Farmer]
ReligionKnowledge [Arcana]
    • Techbabble(Prerequisite:Logical Conclusion): Through the use of plain intellectual babble, you may be able to temporarily confuse a target (target must have an Intelligence score lower than 6, or higher than 18, be within 30 feet, and be able to hear and understand you). By using a full-round action, you may make a Knowledge check against the target's Will defense. If you win, they become dazed for a number of rounds equal to 1 + your Int. modifier. The character must hold up the techbabble for each round he wishes to daze his or her opponent. This may be attempted on a target only once per encounter.
    • Author: It is expected of scholars to eventually contribute to their institutions and the general academic community by writing scholastic texts. The scholar may write texts that grant a circumstance bonus to skill checks (typically Knowledge) that apply to the topic of the tome. The scholar spends a length of time to create the tome based on how much the text covers. This time is spent doing research, writing the actual work, as well as any experimentation that might be required. This may be made while adventuring although the character requires at least six hours devoted to her work during each day. If eventual experimentation, research and writing is incorporated into the adventure by the player the length of time of the roll is decreased by one step. At the end of that period, the scholar makes a Craft [writing] check at a DC set based on the level of the tome; if the scholar is trained in the skill in which they are writing about, they receive a +2 synergy bonus to their Craft [writing] check to make a tome for that skill. Failure means that the work cannot be finished at this time and the scholar must wait until they gain at least 1 rank in the Knowledge or skill which applies to the topic before trying again (see table below). Depending on the level of the tome, the DM should grant additional benefits for the completion of a scholarly work. Such benefits can range from a reputation increase to positions in a university to sponsorship from an institute for another work or project. Normal: characters without this talent are able to write texts at primer or casual level. Texts of primer level give no bonus, but reduce untrained penalties for skill checks by half (round up), Texts of casual level reduce untrained penalties completely, if consulted before any eventual roll.
Level of TomeBonusCraft DCLength of TimeExample
Primer (Tiny statement)*101 weekInstruction, presentation, report
Casual (Small statement)+0152 weeksEssay, paper, trivial literature
Basic (Medium statement)+1201 monthsManual, textbook, storybook
Advanced (Large statement)+2253 monthsTechnical book, story collection
Master (Huge statement)+3306 monthsReference work, thesis
Grand Master (Gargantuan statement)+4351 yearEncyclopedia, grimoire
Legendary (Colossal statement)+5403 yearsGrand grimoire, holy book

Scoundrel[edit]

  • Fidgety (6/6) -
    • Acute Senses: You may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
    • Danger Sense(Prerequisite: Acute Senses): You gain a +2 expertise bonus to your Reflex defense against traps and hazzards.
    • Improved Danger Sense(Prerequisite: Danger Sense): You gain a +5 expertise bonus to your Reflex defense against traps and hazzards. This does not stack with Danger Sense, instead it replaces the former bonus.
    • Improved Uncanny Dodge(Prerequisites: Uncanny Dodge): You cannot be flanked. You can react to opponents on opposite sides of you as easily as you can react to a single attacker.
    • Trapfinding: Ponies with this talent can use the Search skill to locate traps and use the Craft [traps] skill to disarm traps when the task has a DC higher than 15. Finding a nonmagical trap has a DC of at least 5, or higher if it is well hidden. Finding a magic trap has a DC of 20 + the level of the spell used to create it. A magic trap generally has a craft DC of 20 + the level of the spell used to create it. A Scoundrel who beats a trap’s DC by 10 or more with a Craft [traps] check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
    • Uncanny Dodge(Prerequisites: Acute Senses): You retain your Dexterity bonus to your Reflex Defense regardless of being caught flat-footed or struck by a hidden attacker. You still lose your Dexterity bonus to your Reflex Defense if you are immobilized.
  • Child of Fortune (6/6) -
    • Fool's Luck: As a standard action, you can spend a Harmony Point, or one of your daily luck rerolls to gain one of the following benefits for the rest of the encounter: a +5 luck bonus on checks with a specific skill, or a + 1 luck bonus to all your defenses, or a + 1 luck bonus to all attack rolls.
    • Fortune's Favor (Prerequiste: Fool's Luck): Whenever you score a critical hit with a melee or ranged attack or a natural 20 on an oposed skill challenge, you gain a free standard action. You must take the extra standard action before the end of your turn, or else it is lost.
    • Gambler: You gain a +2 competence bonus on Wisdom checks when you gamble, or expend one of your daily luck rerolls to reroll any gambling check. The usual rules of rerolls apply. You can select this talent multiple times; each time you take this talent, the competence bonus increases by +2.
    • Jinxed(Prerequisite: Lucky Moment Feat): The character can spend one of his luck rerolls as an instant action, to prevent another character from using a talent or ability that would normally allow them a reroll.
    • Lucky Avoidance(Prerequisite: Lucky Moment Feat): You can expend two luck rerolls as a immediate action to force someone to reroll an attack roll against you. You gain an additional luck reroll per day.
    • Try Your Luck: Whenever you accrue a failure in a skill challenge, choose one ally. The next time that ally uses the same skill that you used to accrue a failure before the end of the skill challenge, that ally rolls two dice on the skill check and keeps the better result.
  • Trickster (6/6) -
    • Blend In: You know how to blend into a variety of cultures and groups with ease. As a swift action, you gain total concealment when adjacent to at least two other creatures. This benefit does not apply to attacks from adjacent creatures.
    • Distraction: Through the use of ploy and deception, you may be able to temporarily confuse a target (target must have an Intelligence score of 6 or higher, be within 30 feet, and be able to hear and understand you). By using a full-round action, you may make an Deception check against the target's Will defense. If they fail, they become dazed for a number of rounds equal to 1 + your Cha. modifier. The character must hold up the distraction for each round he wishes to daze his or her opponent. This may be attempted on a target only once per encounter.
    • Disruptive: By spending two swift actions, you can use 'your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight.
    • Hidden Movement(Prerequisite: Improved Stealth): You're very good at hiding when mobile. You take no penalty on your Stealth check when moving your normal speed.
    • Improved Stealth: You may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.
    • Walk the Line(Prerequisite: Disruptive): As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight take a - 2 penalty to their defenses and opposed skill checks until the start of your next turn. The penalty is negated if line of sight is broken.

Element Talent Trees[edit]

(74/74)

Generosity[edit]

  • Enchantment (6/6) -
    • Enchant Object (Prerequisites: Arcane Sage feat, or Magical Training talent, trained in Craft (appropriate to selection), Remaining Harmony point 1): Select one of the following: alchemy, architecture, artwork, device, garment, tool or vehicle. You can enchant the selected type of object with either a magical effect of a Grade known to the character (Consult your Stablemaster if you are imbuing an object with a magical effect), or another enhancement effect from the table (Enhancement/Enchantment Effects). These enchantments stack with any traits granted by the Master Craftsman, or Upgrade talents. When creating a Enchantment you need some Bits worth on Materials on components before beginning the enchantment. Enchanting the item requires 1 day per Grade of the spell used. At the end of this time, make a DC 30 Craft (appropriate to selection) check; you cannot take 10 or take 20 on this check. If the check succeeds, the enchantment is completed successfully. If the check fails, you lose the used components, and the object does not gain the desired enchantment. However, you can start again if you wish. Only characters with the Enchant Item feat can assist you, reducing proportionately the time needed to complete the enchantment. At the end of the process, they can make a Craft (appropriate to selection) check to aid your check. The cost of an enchanted item is three times the cost of the components and the base object (not including components wasted on failed attempts). An item can only ever have one enchantment trait. You may select this talent multiple times. Each time you do, you must choose a different type of object (alchemy, architecture, artwork, device, garment, vehicle).

- The formula to calculate the cost: [Grade * Grade * 1000 Bits]

    • Enchanting Personality (Prerequisites: Remaining Harmony point 1): Choose one appropriate Craft or Profession Skill. This Skill now uses your Charisma modifier in addition to the regular base attribute modifier of the Skill.
    • Fascinating(Prerequisite: Enchanting Personality, Remaining Harmony point 2): The character's works of art may fascinate nearby creatures, causing them to stop and stare at it. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures are affected by the work of art. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see the work of art are affected. While the subject is fascinated by this effect, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the effect ends, the creature retains its new attitude toward you, but only with respect to that particular request. If the effect triggers during combat, each target gains a +5 bonus on its defense. If the spell affects only a single creature not in combat at the time, the defense has a penalty of –5. The appropriate skill to determine the check against the Will Defense of the viewer is selected if the talent was chosen.
    • Harmonic Presence(Prerequisite: Inspiring Personality, Remaining Harmony point 2): It is easy for you to shine or leave a impressive work, but the work of a true master is the ability to make the work of your friends to be impressive. Spend a Harmony point and use any other Generosity talent, which assists an ally. As long as you do not gain a benefit (except the good feeling of helping a friend), you get your Harmony Point back. If your friend receives praise, or some kind of positive recognition from others in regard to his work, you gain an additional Harmony Point.
    • Inspiring Personality(Prerequisite: Enchanting Personality, Remaining Harmony point 3): When assisting an ally with a Craft or Profession check, use your Charisma modifier in addition to the regular base attribute modifier of your ally's Skill.
    • Inspiring Work(Prerequisite: Fascinating, Remaining Harmony point 3): When creating a masterworked decoration, dress, or work of art, you may spend a Harmony Point to have it increase the harmonic aura of a single event by one step. Only one decoration, dress, or work of art may raise the harmonic aura of an event at a given time. When the event ends, the effect of this talent also ends.
  • Endowment (6/6) -
    • Small Gifts (Prerequisites: Remaining Harmony point 1): By making a small gift to somepony, the character may impose a +1 morale bonus to rolls related to the gift for up to number of rolls equal to the character's Charisma modifier.
    • Moral Support (Prerequisites: Remaining Harmony point 1): Generous Ponies with this talent can invest their own mental resolve in another intelligent creature by offering words of encouragement and support. By bearing some of the burdens of another character, the Pony helps them through their difficult times of sickness, pain or temptation. Using this talent causes the Pony to suffer a –2 penalty to the Will defence, but imparts a +4 bonus to Will defence to the target Pony. The Pony can maintain this assistance for 1 minute per character level and may use this talent a number of times per day equal to his Wisdom modifier. Assisting another creature in this manner is considered a standard action.
    • Financial Support (Prerequisite: Moral support, Remaining Harmony point 2): By pulling some strings and engaging in some creative accounting, the Pony is able to scrimp some money together and make a loan to a friend in need. This amounts to a –4 to the Pony’s profession rolls to to determine his wages, but a +6 bonus to the recipient’s profession check. The change will last until the end of the current adventure and can only used once per Story on the same Pony.
    • Society Support (Prerequisites: Remaining Harmony point 1): Thereby that the pony is committed to his friends, they can give up a part of their social standing to increase the social standing of her Friends. This amounts to a –2 to the Pony’s Society Rating, but a +4 bonus to the recipient’s Society Rating score. The affected Society Rating can not be increased above the Society Rating of the donor. The change will last until the end of the current story and can only used once per Story on the same Pony.
    • Permanent Support(Prerequisites: Society Support or Financial Support): If you give something then it comes from your heart. Boni and mali from Financial Support or Society Support will last forever if you decide it so. If the Stablemaster agrees that this was a noble sacrifice you gain 4 Harmony Points. you can decide later to stop this suport but you are loosing 4 Harmony Points when doing this. If removing the support has a bad impact then this can lead to Discord Points.
    • All of you!(Prerequisites: Remaining Harmony point 3): All close friends present, for which can logically explained how they can be affected by this talent, are target of your "Endowment" Talent.

Honesty[edit]

  • Empathy (6/6) -
    • Insight(Prerequisites: Remaining Harmony point 1): You may choose to reroll any Empathy check, but the result of the reroll must be accepted even if it is worse.
    • Deeper Insight(Prerequisite: Insight, Remaining Harmony point 2): You can use Harmony Bonus on Wits Defense from the Intuition talent also as a bonus on opposed Empathy checks.
    • Intuition(Prerequisite: Insight, Remaining Harmony point 2): Your Wits Defense against any not magical type of cheating or deception is increased by the number of Empathy talents taken. This is a Harmony Bonus(for example if you have Intuition and Insight your Defense is raised by +2).
    • Discernment(Prerequisite: Intuition, Remaining Harmony point 3): The Harmony Bonus on Wits Defense from the Intuition talent is double the number of Empathy talents and the bonus also apply on magical cheating or deception (for example Illusions or suggestion)
    • Investigation(Prerequisite: Insight, Remaining Harmony point 2): You can make an Empathy check against the Wits Defense of the target to find out if something is not right with the target. The information is less vague like the standard application of Sense Motive. Accordingly to the success on the test you can ask her, Player or Stablemaster, a question for all 5 successes over the Wits Defense. She has to answer truthfully and in detail but the question has to be related to a Problem the target has. You can use this talent only once per scene.
    • Harmonic Exposure(Prerequisite: Discernment, Deeper Insight, Remaining Harmony point 4): Most of the Tricksters are like an Open Book for you, but the big tick is to give them the chance to be honest. After you catch someone in his deception or cheating you can make as a standard action once per scene a persuasion against the Will defense of the Trickster. If you are successful the Trickster has to confess in some way what he has done. If you managing to clear the situation with a good feeling for all involved you regain a Harmony Point (if the Stablemaster and the group are impressed by the outcome you gain two Harmony Points).
  • Fortitude (6/6) -
    • Dauntless(Prerequisite: Indomitable, Iron Will feat, Remaining Harmony point 3): Once per day as a immediate action you can spend a Harmony point to end all Mind-Affecting abilities on you. Using this Talent removes all non persistent mental conditions on the condition track.
    • Indomitable(Prerequisites: Remaining Harmony point 1): Once per day as a swift action, you can move +2 steps on the condition track. This does not remove any persistent conditions that may be affecting you.
    • Peace of Mind(Prerequisite: Go for the Limit, Remaining Harmony point 2): Characters with this talent can spend a Harmony Point and a standard action to become focused. Once the character becomes focused, he adds his Wisdom modifier as a morale bonus to all attacks (physical, magical and social), damage and defenses. This bonus persists for a number of rounds equal to half his character level.
    • Go for it(Prerequisites: Remaining Harmony point 1): Once per scene you can go for broke and move one ore more step(s) down on the condition track. For that you get a +2 for every step down on the condition track on a single physical or mental exhausting action (Stablemaster decides what skill can be used).
    • Go for the Limit(Prerequisite: Go for it,Remaining Harmony point 2): When you use "Go for it" you can spend a Harmony Point to increase the Bonus to +5 for each step down on the condition track.
    • Stand Firm(Prerequisite: Dauntless, Remaining Harmony point 4): Once per adventure as a free action "Stand Firm" can removes all non persistent physical conditions on the condition track and activate a Second Lunch (even if you already used it). You can use this ability even when you fall unconscious. If you doesn't used your Second Lunch today you recover one Harmony Point.

Kindness[edit]

  • Providence (6/6) - Some Ponies are devoted to helping others, even to the point of sacrificing their own health or welfare.
    • Caretaker(Prerequisite: Salvation, Treatment): You use your own life force to heal another living creature, using the power of Harmony as a conduit. Up to your Wisdom modifier times per day (minimum 1), as a Standard action you heal one creature touched by your character. Make a Wisdom check and add half of your character level. The result of the check determines the effect, if any, see the table below. Each time you successfully use caretaker, you take half as much fatigue loss as you heal (rounded down), move down one stepp on the condition track and gain a Harmony point (if the Stablemaster agrees that the talent use was appropriate). You may forgo to regain that Harmony Point to avoid taking any fatigue loss or moving down on the condition track when you use this talent.
DCAmount of damage healed
DC 15The target heals fatigue points equal to 2 x its character level and move one non persistant stepp on the condition track.
DC 20The target heals fatigue points equal to 3 x its character level and move two non persistant stepp on the condition track.
DC 25The target heals fatigue points equal to 4 x its character level and move two non crippled stepp on the condition track.
    • Encouragement: You instill courage in a subject that is able to perceive you, granting it a +4 morale bonus on Will Defence against fear and Intimidation effects for on scene. If the subject is under the influence of a fear effect when targeted by this talent, that effect is suppressed for the duration of the talent.
    • Release(Prerequisite: Encouragement): Once per encounter as a swift action, you can free one or more creatures from the effects of any temporary paralysis or related effects, including a slow spell. The effect may set free up to the character's Wisdom modifier (minimum 1) creatures, for which the paralysis is negated. The effect does not restore ability scores reduced by penalties, damage, or drain. This effect counters and dispels fear effects.
    • Relief(Prerequisite: Encouragement):Once per encounter as a standard action, Relief removes any effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also improves the condition track of a character by one step. It does not restore permanent ability drain or move a persistant Stepp on the condition track.
    • Salvation(Prerequisite: Relief): Once per encounter as a standard action, Salvation removes most curses on an object or a creature. Salvation does not remove the curse from a cursed item, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Salvation counters and dispels curse effects or spells. Certain special curses may not be countered by this effect.
    • Treatment(Prerequisite: Salvation): For the additional expeniture of a point harmony relief cures nearly any diseases that a touched subject is suffering from. The spell also repels parasites. Certain special diseases, like Cutie Pox, CMFS/CMFIS, or being Discordic may not be countered by this talent. The talents duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date. It also improves the condition track of a character by one persistent step. It does not move a crippled Stepp on the condition track.
  • Vindicator (6/6) - Protecting of friends
    • Shocking Insight Once per encounter, when a ally within your line of sight moves more than 2 steps down on the condition track, Because of the action of an opponent, you gain one Harmony point to use it in this scene.
    • Righteous Fury(Prerequisite: Shocking Insight) Once per encounter you can spend a Harmony point when one or more allys within your line of sight has moved more than 2 steps down on the condition track, because of the action of an opponent, you gain an moral Bonus on your next attack or skill check equivalent to affected allys x 2.
    • Unwavering Defender(Prerequisite: Righteous Fury) All Vindicator Talents also trigger when allys or you suffers on status effects like, stunned, level drain, petrification, loss of soul, negativ transformation effects, ... (Gamemaster decision what all counts)
    • Resolute Defender Nothing can stop you in protecting your Friends. Once per encounter, if an ally within your line of sight has moved more than 3 steps down on the condition track in this Encounter, due to the actions of an opponent, you can spend one Harmony Point to remain consciousness equivalent to your Wisdom Modifier in Combat rounds and ignore the related negativ modifier in this time.
    • Vindicator Fury(Prerequisite: Righteous Fury) Same as "Righteous fury" but the bonus per affected ally increases to 5.
    • Final Fury(Prerequisite: Vindicator Fury): If any of your allies becomes disabled due to the actions of an opponent, your righteous fury talent gains a duration of five turns and the morale bonus you receive can also be used as a damage bonus on any attacks.

Laughter[edit]

  • Jester (6/6) -
    • Clowning (Prerequisite: Skill Focus Perform): The Pony can engage in comical antics and silly gesticulations either as an attempt to mock another person or even to mock himself. The targets must have an Intelligence score of 6 or higher, must be within 30 feet of the Pony, and must be able to see the Pony to be susceptible to a clowning attempt. To engage in a bout of clowning, the Pony must use a full attack action and make a perform check against the Will defence of the Target. If the clowning attempt is successful, the targets (a number of creatures less than or equal to the Pony's character level) become filled with mirth and find it difficult to take the hero seriously. This causes them to underestimate the hero and fail to react appropriately against his attacks. They suffer a penalty to defenses equal to the Pony's Charisma modifier and take an equal amount of extra damage from all of his attacks. This condition persists for a number of rounds equal to the Pony's character level. Any Target cannot be affected again by the same Pony's clowning for 24 hours.
    • Recurring Success: You know how to make someone fall for the same trick twice. When you select this talent, choose one talent or feat that can normally be used only once per encounter. You can use that talent or feat one additional time per encounter. You can select this talent multiple times. Each time you do so, you must choose a different talent or feat to gain the benefits of this talent. This may lead to a potentially comedic scene.
    • Pranked (Prerequisite: Ridicule): A character with this talent is able to create a hazard (see Hazards) of a certain challenge rating and size within a couple of minutes. The challenge rating of the hazard is equal to half the character's level (minimum 1). The character can create a hazard with a maximum dimension of one 10-ft. cube per two character levels (minimum 10 ft.). He needs to provide all materials included in the hazard, or may trigger naturally dangerous conditions. The player should discuss the building of the prank with the Stablemaster according to the Hazard rules. If a character pranks other characters too hard (potentially lethal), or too often the prankster may loose one or more Harmony points, or is given one Discord point at the Stablemaster's discretion. Use of this talent may lead to a potentially comedic scene.
    • Ridicule (Prerequisite: Skill Focus Perform): Heroes with this talent are skilled at hurling scathing insults and humiliating jeers. This barrage of vituperation causes that target creature to become unsure of himself, overly self-conscious, and more prone to making mistakes. To use this talent, the hero must use an action and make a perform check against the Will defense of the Target. The target must have an Intelligence score of 6 or higher, must be within 30 feet of the hero, and must be able to hear and understand the hero to be susceptible to this ability. The target suffers a –2 morale penalties to all attacks, weapon damage rolls, saves and skill checks for a number of rounds equal to the Pony's character level.
    • Hilarious (Prerequisite: Clowning, Ridicule): The Pony can utter such surprising and hilarious quips that those who hear him collapse into fits of laughter. The hero can affect a number of targets equal to his level. The targets must have an Intelligence score of 6 or higher, must be within 30 feet of the hero, and must be able to hear and understand the hero to be susceptible to this ability. A creature whose species is different from the hero’s receives a +5 bonus on its Will defence, because the humor doesn’t “translate” well. To use this talent, the hero must spend a Harmony Point, make a perform check against the Will defence of the Target, and use an action. The subjects are overcome with fits of laughter. They fall prone and can take no actions for a number of rounds equal to the Ponys Charisma modifier. A defender who is prone gains a +4 bonus to Ref defence against ranged attacks, but takes a –4 penalty to Ref defence. Standing up is a move-equivalent action that provokes an attack of opportunity. This target cannot be affected again by the same Ponys hilarious comments for 24 hours.
    • Make You Smile(Prerequisite: Clowning): Whenever the actions of the character lead to a comedic scene, in which he makes others laugh, the Stablemaster may reward the character with a Harmony point. If the character manages to make the whole crowd explode into laughter, he may even earn two Harmony points, and all characters involved also gain a Harmony point for truly comedic potential.
  • Strawberry (7/6) - Cake or Anvil; maybe something blue ?
    • Strawberry Spin: Once during a potentially comedic scene, you may force any player character or Stablemaster character to reroll any one check. You must, however, accept the result of the reroll.
    • Lesser Comedic Ability(Prerequisite: Strawberry Spin): Comedic abilities are magical and work just like spells of grade 1 or 2 (though they are not spells and so have no other components). You may choose any spell from the appropriate spell lists with the permission of the Stablemaster. A comedic ability usually can be used the character's Charisma modifier's times per day (minimum 1). Using a comedic ability is a standard action unless noted otherwise, and doing so while threatened provokes attacks of opportunity. Comedic abilities cannot be used to counterspell, nor can they be counterspelled. The caster level is equal to the Pony’s character level. The base attribute for comedic abilities is Charisma. Comedic abilities can only be used during a potentially comedic scene.
    • Comedic Supplement(Prerequisite: Lesser Comedy): This ability summons an inanimate unmagical object (for instance: joke article, flower pot, anvil, piano,...), if the player wishes accompanied by an appropriate event that rationalizes the appearance of the object, that remains accessible to the character until the end of the scene. If the Object is potentially dangerous (roller-skate on stairs, dropping anvil, avalanche,...) the activation costs expenditure of one Harmony point. Actual damage or or other dangerous effects are determined by the Stablemaster.
    • Greater Comedic Ability(Prerequisite: Comedic Supplement): Like lesser comedic ability, but the spells that may be chosen can be of grade 3 or 4. As above consult your Stablemaster for permission.
    • Hijack Scene(Prerequisite: Greater Comedic Ability): Up to Charisma modifier times per session (minimum 1) the character may appear in a scene, in which he or she was not intended by the Stablemaster to be in. She may choose when or where in the scene he or she appears, but it has to be in a comedic context. The appearance of the character may not have any drastically changing impact on the outcome of the scene, except to make it potentially comedic. The Pony may teleport up to 1 mile in pursuit of an another character that they have previously met as a swift action. The Pony need not know their location, but if the target is outside of range this ability fails and is spent. The earth pony must have either held a face to face conversation with the target or have engaged it in a meaningful situation. The Pony is placed on the ground in the nearest clear square adjacent to their target of pursuit. If the target is in the air, the pony is placed on in the nearest square occupied by a cloud to the target of pursuit.
    • Breaking the 4th Wall(Prerequisite: Hijack Scene, Prescient Sense): With this very powerful ability the pony is able to do something normally impossible: it may metaplay on the current scene. The character - not the player - may assume the role of the stablemaster for a short moment. He may stop a scene from being cut to give a comment like a classic toon at the end of the series saying "t-t-t-That's all folks!", make a short cut scene in which roughly drawn versions of the characters explain something, or introduce an non-player character into the scene, to give a few short examples. You should discuss your action before you describe it with your Stablemaster, maybe out of the hearing range of the other players to ensure the fun is not spoiled if you wish. All changes made should be only for comedic purposes and may not dramatically alter the outcome of the scene. To activate this talent spend 2 Harmony points and give your best to give the scene a unique comical twist á la Pinkie Pie. If your stablemaster accepted what you did you regain one of the Harmony points, if he liked it you regain both Harmony points. If Your Stablemaster and your whole group liked what you did you even regain three Harmony points. This talent can only be used once per session.
    • Prescient Sense: The Pony acquires the ability to predict imminent danger via involuntary body motion. Interpretation of the involuntary motion is limited, however. Upon acquiring this ability, select a maximum of ( [Intelligence Modifier]/2 , minimum 1) simple, yet specific potentially hazard events, such as "a heavy object will fall nearby" or "a creature is approaching". These events are called your Known Triggers. If one of your Known Triggers is satisfied by an event and the immediate result of THAT event is any of the consequences listed below, you instead suffer a mitigated consequence (shown in the second column):
Normal Consequence	        | Mitigated Consequence
Surprise Round: You cannot act	| You can act during the surprise round
Flat footed	                | Not Flat footed
Stunned or Dazed for N rounds	| Stun or Dazed for N-1 rounds

Loyalty[edit]

  • Confidence (6/6) -
    • Aura of Righteousness (Prerequisite: Aura of Virtue): Loyal Ponies with this talent can spend a Harmony Point to begin radiating an aura that unnerves those that oppose them. This aura persists for one minute per class level of the Pony. Any creature within 30 feet of the Pony and with an Allegiance opposed to one of the Pony’s Allegiances must make a Will save (DC 10 + the Pony’s Charisma modifier + the Ponies class level) or become shaken. These creatures remain shaken until the effect ends or they escape the area.
    • Aura of Virtue (Prerequisite: Virtue): By spending a Harmony Point, the Loyal Pony can imbue himself and his allies with the powerful force of his faith and dedication. Using this ability is a standard action. When the Pony activates this ability, all allies within 30 feet (including himself, up to a maximum number of creatures equal to his class level) gain a +1 morale bonus to all attack rolls and saving throws against fear effects. This bonus lasts for 1 minute per level.
    • Challenger(Prerequisite: Virtue): If an opponent is threatening the character's allies or some important conviction of the character this Talent can be used to force the opponent in to a skill challenge. Both parties need to agree what kind of challenge is performed. If the challenged character makes an unacceptable proposal or no suggestion at all, the challenger choses the type of contest. If the challenged character refuses the contest the challenger can make a Persuasion attack against the Will Defense of the opponent. If successful the challenged character has to accept the challenge or take a Cheating penalty of -2 on all Defenses and skill checks until next Sunset. The Winner of the contest receives a temporary Harmony Point (or Discord Point if desired) the looser gains -2 Moral penalty on all Defenses and skill checks until next Sunset.
    • Indomitable Personality (Prerequisite: Charisma 13+): Your powerful personality helps you cope with attacks that assault your will. Once per encounter, you can add your Charisma bonus to your Will Defense as a reaction; this benefit lasts until the end of your next turn.
    • Virtue: The Loyal Pony gains a +1 bonus to several skill checks. These skills include Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Arcana and Religion), and Perform. The character can select this talent multiple times. Each time it increases the bonus to those skills by 1 point.
    • Willpower (Prerequisite Indomitable Personality): You can share your strength of will with your allies. Once per encounter as a swift action, you can grant all allies within line of sight a +2 morale bonus to their Will Defense. This bonus lasts for the remainder of the encounter, and once it is granted your allies need not remain within line of sight with you to retain this bonus. You may not use this talent on yourself.
  • Attentiveness (6/6) -
    • Exposing Awareness (Prerequisite: ): Up to Wisdom modifier times per day the character can automatically sense the presence of all living creatures in 30 feet. The character is automatically aware of any invisible or hiding creatures and has a general knowledge of their position, though he cannot pinpoint them with this ability (see Invisibility). This sense persists for a number of rounds equal to 3 + the pony's Wisdom modifier.
    • Harm's Way(Prerequisite: Improved Initiative): Once per round, you may spend a swift action to shield a single ally in 5 foot range from attacks, taking the damage and suffering the ill effects in your ally's stead. Until the start of your next turn, any attack made against the protected ally affects you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made.
    • Improved Initiative(Prerequisite: Trained in the Initiative skill): You may choose to reroll any Initiative check, but the result of the reroll must be accepted even if it is worse.
    • Out of Harm's Way(Prerequisites: Harm's Way): As a reaction, when you use Harm's Way (which still requires a swift action to activate), you can move into the square of the ally you are protecting, and move the ally to any legal square adjacent to you. This movement does not provoke an attack of opportunity.
    • Reset Initiative(Prerequisite: Improved Initiative): Once per encounter at any time after the first full round of combat, the character can set his intitative to his current initiative +5.
    • Go into the Blow(Prerequisite: Out of Harm's Way): If you are using "Harm's Way" to take the blow in your ally's stead, your Condition Track is moving one less step as it would normally be by the strength of the attack. In addition, if the Condition Track still be moving down due to the power of the blow, you gain one Harmony Point.

Magic[edit]

  • Friendship (6/6) -
    • Friend in Need: Once per scene (normally as a standard action) when your character is using the aid another action to help a character, instead of gaining the usual bonus, the aided character may choose to reroll the check he receives aid from the character with this talent, but the result of the reroll must be accepted as usual, even if it is worse.
    • Harmony Conduit(Prerequisites: Instruction, Promise): You link your mind with another harmonic character’s mind, creating a brief conduit through which harmonic energy can be shared. When you use this talent, the subject gains one Harmony point from your pool.
    • Instruction: Once per encounter, as a standard action, you can boost the competence of one of your allies within 6 squares. That individual gains the ability to make a single skill check using your skill modifier; this skill check must be made before the end of the encounter, or the benefit is lost. You can select this talent multiple times. Each time you do so, you gain one additional use of this talent per encounter.
    • Knack(Prerequisites: Instruction): Another character can make use one of your feats or talents for one minute per (your) character level. To initiate the effect you must be able to touch the target. If you successfuly comlete your Use Magic roll, you can choose any of your feats or talents to “gift” to the character. While the power lasts, that character is treated as if she possessed the given feat or talent, despite the fact that she may have more feats than normally allowed. During this same period, you can make no use of the given feat or talent. When the talent’s duration expires, the target looses access to the feat or talent, and you gain immediate use of them. This transfer occurs regardless of the distance between you and the target. If any of the participants falls unconscious before the duration expires, you immediately regain the benefit of the given feat or talent. The target cannot be given a feat for which she does not meet the prerequisites, if any. However, you can use a given feat or talent as the prerequisite for another given feat. You cannot give this talent to another character (!!!).
    • Learn from Mistakes: Whenever you accrue a failure in a skill challenge, you grant the next ally to take an action in the skill challenge a +2 insight bonus to a skill check, provided that ally takes a different action (and uses a different skill) than you did.
    • Promise (Prerequisite: Trained in Empathy and Persuasion): A Promise places a restriction or code of behavior on a creature to carry out, as agreed upon when this talent is activated. The targets of the Promise must be able to see and understand each other and must both agree on the set condition(s). While a promise cannot compel a creature to endanger itself or perform acts that would result in major injury, it can encourage almost any other course of activity. The target of a promise must follow the given instructions until, or as long as the conditions of the promise are met or completed, no matter how long it takes. If the conditions involve some open-ended task that the target(s) cannot complete through his own actions the effect remains in effect for a maximum of one day per character level. A clever recipient can subvert some instructions. If any target is prevented from adhering to the promise for 24 hours, it takes a –1 disharmony penalty to all social rolls. Each day, another –1 penalty accumulates, up to a total of –6. The disharmony penalty is removed 24 hours after the subject resumes adhering to the promise, or the duration of the promise effect ends. Any subject that adheres to the promise gains a temporary Harmony point at the Stablemaster's discretion, that may be used only to fulfill the objective of the promise.
  • Low Magic (4/4) - Somtimes even the Earthponies found their way tho Magic.

Whenever you take a talent from the Low Magic tree, your learn a number of spells from the spell list of that Grade equal to 1 + your Intelligence modifier (minimum 1). These spells are not considered in your “spell-suite,” you just have them in a book, on a scroll, or otherwise in your possession. You learn other spells by research or tutelage picked up over the course of your adventuring. More Spells of unlocked Grades can be obtained if you take the "Extra Training" Feat (NPC magicians simply know as many spells as the Stablemaster decides they should know). Your character has a so-called "spell-suit", which means spells he or she can actively remember and cast. When you learn Apprentice Spell Knowledge you gain a spell-suit of 1 + your Intelligence modifier. Spells in your spell suite may be of any Grade the character knows and may be defined whenever the character gains a level. A character must have at least a number of spells in a lower grade, than he or she has of a higher grade. Whenever a character unlocks a new Grade, he or she gains an additional spell to his or her spell-suite.

    • Lesser Spell Knowlege(Prerequisite: trained in Use Magic): Grade 1 Spells unlocked. Known spells based on Wisdom bonus (see on table "Bonus spells by Hight Ability Score).
    • Apprentice Spell Knowlege(Prerequisite: Lesser Spell Knowlege): Grade 2 Spells unlocked. (see Lesser Spell Knowlege)
    • Low Magic Mastery(Prerequisite: Apprentice Spell Knowlege): Grade 3 Spells unlocked. (see Lesser Spell Knowlege)
    • Strong Magic(Prerequisite: Low Magic Mastery): Once per encounter the character can cast a single spell from his spell-suit without paying a Harmony Point.
  • High Magic (3/3) - The real thing not the puny one. Unicorn only

Whenever you take a talent from the Low Magic tree, your learn a number of spells from the spell list of that Grade equal to 1 + your Wisdom modifier (minimum 1). These spells are not considered in your “spell-suite,” you just have them in a book, on a scroll, or otherwise in your possession.

    • Advanced Studies(Prerequisite: Low Magic Mastery, Race: Unicorn): Grade 4 Spells unlocked. (see Lesser Spell Knowlege)
    • Expert Studies(Prerequisite: Advanced Studies, Race: Unicorn): Grade 5 Spells unlocked. (see Lesser Spell Knowlege)
    • High Magic Mastery(Prerequisite: Expert Studies, Race: Unicorn): Grade 6 Spells unlocked. (see Lesser Spell Knowlege)

Racial Talent Trees[edit]

Earth Pony[edit]

  • Farmer (6/6) -
    • Get out of my yard!(Prerequisite: Harvester, Green Hoof): The Farmer Pony is Trained to keep any intruder outside of her Yard. The half of the "Harvesting Damage" can be used as damage bonus to deal damage on any other physical attack roll (i.e. if the pony gets 2d6 extra "Harvesting Damage" it gets 1d6 extra damage on any other physical attack roll).
    • Green Hoof(Prerequisite: trained in Profession [farmer]): No Plant has to fear you. Any Profession [farmer] or harvesting roll you make will not damage the condition track of the affected plant as long as you do not want it. In addition, once per day, you can reroll a Profession [farmer] check or harvesting roll and take the better result.
    • Harvester: The Pony deals +1 dice extra damage on all Harvesting rolls and against Plant based Creatures. You may select this talent multiple times; each time you do, the bonus granted by the Harvest ability increases by +1 dice (to a maximum of +6 dice). The extra damage dealt by this talent is treated as "Harvesting Damage".
    • Harvest Worker(Prerequisite: trained in Profession [farmer]): Nothing to waste during the Harvest. You can decide which plants or Fruits are affected by the Harvesting Roll. That way you can avoid Harvesting unripe or spoiled fruit. In addition the crops of your plants fall the way you want them to. The character will take no damage from falling fruit caused by his own Profession [farmer] or harvesting rolls.
    • Planter(Prerequisite: Green Hoof): A plant seeded and cared for by a character with this talent will most certainly take roots and yield crops of extraordinary quality. By investing a Harmony point and making a Profession [Farmer] roll against the seeding DC of the plant +5 any seedling plant may become target of this talent. The care DC of a plant targeted by this talent also increases by +5. When the plant yields its crop the fruit will be of extraordinary quality. The crop yield of the plant counts double (i.e. if the farmer harvests 3d6 of fruit and rolls a total of 10 harvest damage, the fruit he will get, although same in number, will contain 20 points of fatigue).
    • Turn Pests (Prerequisite: Green Hoof): A farmer knows just the right natural pesticides to turn baneful plants, vermin, and animals from his crops. He may use this ability a number of times per day equal to his Charisma modifier (minimum 1). Turning creatures is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. Turning is considered an attack. You turn the closest turnable creature first, and you can’t turn creatures that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect. The first thing you do is roll a turning check to see how powerful a creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). The table below gives you the Hit Dice of the most powerful creature you can affect, relative to your level. On a given turning attempt, you can turn no creature whose Hit Dice exceed the result on this table. If your roll on Table: Turning Creatures is high enough to let you turn at least some of the creatures within 60 feet, roll 2d6 + your farmer level + your Charisma modifier for turning damage. That’s how many total Hit Dice of creatures you can turn. If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of creatures turned than indicated on the table. You may skip over already turned creatures that are still within range, so that you do not waste your turning capacity on them. Turned creatures flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

Table: Turning Creatures

Turning Check ResultMost Powerful Creature Affected (Maximum Hit Dice)
0 or lowerFarmer’s level – 4
1–3Farmer’s level – 3
4–6Farmer’s level – 2
7–9Farmer’s level – 1
10–12Farmer’s level
13–15Farmer’s level + 1
16–18Farmer’s level + 2
19–21Farmer’s level + 3
22 or higherFarmer’s level + 4
  • Miner - All Earth Ponies may learn Miner as a Racial- instead of Miscellaneous Talent Tree
  • Acrobatics - All Earth Ponies may learn Acrobatics as a Racial- instead of Miscellaneous Talent Tree.

Pegasus[edit]

  • Weather Working (6/6) -
    • Cloud Manipulator (Prerequisite: traind in Craft [cloudshaping]): No cloud you are working on dissipates to early. Any Profession [weather working] or Flight roll you make will not damage the condition track of the affected cloud as long as you do not want it to. In addition, once per day, you can reroll a Profession [weather working], or Craft [cloudstuff] check and take the better result.
    • Cloud Bender (Prerequisite: Cloud Manipulator): A Pegasus with this talent may treat any cloud as one size category smaller, for attempts of movement, manipulating it into various forms, or other standard applications of Profession [weather working]. For more details see the "Curious physical phenomena of Equestria" article under Equestrian Physics.
    • Rainmaker (Prerequisites: Cloud Bender): Few Pegasus ponies are this adept at manipulating clouds. A pegasus pony with this ability is able to direct the effects of a grey cloud towards targets of his or her choosing. This ability requires the pegasus to touch the cloud and make a Weather Working roll against the DC of the cloud, that provokes no reaction from the cloud, as long as the roll is successful. If the roll is successful the pegasus may select one of the effects the cloud is able to produce (usually wind, rain, snow, etc.) and choose the target or targets for the effect.
    • Thunderer (Prerequisites: Rainmaker): A pegasus pony with this awe-inspiring ability is able to direct the thunder or lightning strikes of a dark cloud towards targets of his or her choosing. This ability requires the pegasus to touch the dark cloud and make a Profession [weather working] roll against the DC of the cloud, that provokes no reaction from the cloud, as long as the roll is successful. If the roll is successful the pegasus may select one of the effects the cloud is able to produce (usually thunder, lightning, hail, etc.) and choose the target or targets for the effect.
    • Weather Manipulator (Prerequisite: traind in Profession [weather working]): While all pegasi can corrale, move or shape clouds, you are more adept at transformation of air and cloudstuff. The pegasus is able to 'compress' and 'diffuse' sky phenomena. Spend a Harmony point and make a Profession [weather working] roll as a simple action. For every five points in excess to the DC of the sky phenomenon the pegasus is working, he or she may increase or decrease the DR of the phenomenon by two points without use of stardust.
    • Weather Master(Prerequisites: Rainmaker, Weather Manipulator): You have mastered weather working to the point that you can exert most complex manipulations of the local weather. By spending a Harmony point and making a Profession [weather working] roll as a full-round action the pegasus may change the type of a target cloud from light to gray, from gray to dark, or vice versa. A pegasus with this highly demanded ability is also able to produce one of the most beautyful sky phenomena of all Equestria: Rainbows. By spending a Harmony point and making a Profession [weather working] roll against a target light cloud, that cloud produces a rainbow of a size one category smaller than the cloud itself, which may be harvested for rainbow pigments as normal.
  • Charioteer - All Pegasi may learn Charioteer as a Racial- instead of Miscellaneous Talent Tree.
  • Flying (Prerequisite: Any type of Fly Ability) - Any Pegasus has Wings to be free, as an elder proverb tells. All Pegasi may learn Flying as a Racial- instead of Miscellaneous Talent Tree.

Unicorn[edit]

  • Astrology (0/6) -
    • ' (Prerequisite: trained in Profession [astrology]):
    • ' (Prerequisite: ):
  • Socialize - All Unicorns may learn Socialize as a Racial- instead of Miscellaneous Talent Tree
  • Low Magic - Even Starswirl the Bearded once had to start low. All Unicorns may learn Low Magic as a Racial- instead of Element Talent Tree (see Magic)

Sea Pony[edit]

  • Wave Working (0/6) -
    • ' (Prerequisite: trained in Profession [wave working]):
    • ' (Prerequisite: ):
  • Fisherman - All Sea Ponies may learn Fisherman as a Racial- instead of Miscellaneous Talent Tree
  • Swimming (6/6) - All Sea Ponies may learn Swimming as a Racial- instead of Miscellaneous Talent Tree

Whenever you take a talent from the Swimming tree, your learn a number of swimming maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “training-suite,” you just have learned them sometime during your training. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Extra Training" Feat. (NPC Swimmers simply know as many maneuvers as the Stablemaster decides they should know.)

    • Tadpole Training (Prerequisite: trained in Swim): Grade 1 swimming maneuvers unlocked. Known maneuvers based on Strength bonus (see table: "Bonus spells or maneuvers by High Ability Score").
    • Basic Swim Training (Prerequisite: Tadpole Training): Grade 2 swimming maneuvers unlocked. (see Tadpole Training)
    • Apprentice Swim Training (Prerequisite: Basic Swim Training): Grade 3 swimming maneuvers unlocked. (see Tadpole Training)
    • Advanced Swim Training (Prerequisite: Apprentice Swim Training): Grade 4 swimming maneuvers unlocked. (see Tadpole Training)
    • Expert Swim Training (Prerequisite: Advanced Swim Training): Grade 5 swimming maneuvers unlocked. (see Tadpole Training)
    • Master Swim Training (Prerequisite: Expert Swim Training): Grade 6 swimming maneuvers unlocked. (see Tadpole Training)

Buffalo[edit]

  • Overrun - Fear the Buffalo Herd's hooves...
    • Power Attack
    • Mounted Combat
    • Improved Bull Rush
    • Trample
    • Stampede

Dragon[edit]

  • Breath -
    • Smokestack
    • Dragonbreath (Prerequisite: Smokestack):
    • Substitute Breath (Prerequisite: Dragonbreath):
    • Arcane Breath (Prerequisite: Dragonbreath, Low Magic):
    • Dispelling Breath (Prerequisite: Dragonbreath, Low Magic):
    • Dragonforge (Prerequisite: Arcane Breath, Dispelling Breath):

Miscelaneous Talent Trees[edit]

  • Athletics (6/6) -

Whenever you take a talent from the Athletics tree, your learn a number of acrobatic maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “training-suite,” you just have learned them sometime during your training. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Extra Training" Feat. (NPC Flyers simply know as many maneuvers as the Stablemaster decides they should know.)

    • Rookie Training (Prerequisite: trained in Athletics): Grade 1 acrobatic maneuvers unlocked. Known maneuvers based on Dexterity bonus (see table: "Bonus spells or maneuvers by High Ability Score").
    • Basic Athletics Training (Prerequisite: Rookie Training): Grade 2 athletic maneuvers unlocked. (see Rookie Training)
    • Apprentice Athletics Training (Prerequisite: Basic Athletic Training): Grade 3 acrobatic maneuvers unlocked. (see Rookie Training)
    • Advanced Athletics Training (Prerequisite: Apprentice Athleic Training): Grade 4 acrobatic maneuvers unlocked. (see Rookie Training)
    • Expert Athletics Training (Prerequisite: Advanced Athletic Training): Grade 5 acrobatic maneuvers unlocked. (see Rookie Training)
    • Master Athletic Training (Prerequisite: Expert Athletic Training): Grade 6 acrobatic maneuvers unlocked. (see Rookie Training)
  • Alchemy (6/6) -
    • Bad Brew (Prerequisite: Trained in Heal): Your knowledge of chemistry and weird recipes has taught you to create various types of cures for certain illnesses, bad states of being, or negative magical effects. Each Bad Brew requires a specific recipe and a number of different ingredients equal to its grade to concoct. To brew a remedy against an illness, you make an Int check + your scholar levels against a DC set by the Stablemaster depending on the disease to be cured. Generally speaking the DC is 10 + the CL of the disease. To end a bad non-magical effect, such as a penalty the alchemist needs to roll against a DC of 10 + the number of the penalty, or half the class or monster level of the source of the effect. To cure a magical effect requires a Craft [alchemy] check at +5 DC to the spell’s normal casting DC and the expenditure of a Harmony point.
    • Good Brew (Prerequisite: Bad Brew, Arcane Sage, or Low Magic): Good Brew are slightly different from Bad Brews, in that they enhance traits or imbue positive magical effects rather than cure illnesses, bad states of being, or negative magical effects. Each Good Brew requires a specific recipe and a number of different ingredients equal to its grade to concoct. Some spells may be brewed into potions (Enhanced Ability can be used to brew a strength potion, for instance); these spells are noted in both the text and table for spells. Unless specified otherwise, to brew a potion requires a Craft [alchemy] check at +5 DC to the spell’s normal casting DC and the expenditure of a Harmony point.
    • Create Homunculus (Prerequisite: Dissolve Potion, Brew Potion, Craft as a trained skill): You know the secrets to making a homunculus, an artificial creature imbued with a portion of your own life spark to give it a semblance of life. By taking several hours in an alchemical laboratory and by an expenditure of 100 gold worth of materials for each level of the creation and 1 Harmony point, you may build a homunculus having up to 1.5 times as many levels in the homunculus class as you do in scholar + sorcerer (up to 20 levels of homunculus, maximum). The homunculus is an extension of yourself and as such is completely loyal to you even to the point of death. Normally you can only have one homunculus at a time and may only create a new one after the original is destroyed or dismissed; however, you may take this talent multiple times, gaining an additional homunculus each time. See the Homunculus entry in the Monsters section for more details.
    • Reversed Brew (Prerequisite: Arcane Sage or Low Magic): You may attempt to use Alchemy to invert the effects of a Good- or Bad Brews. The normal brewing rules apply, and your target DC required to concoct the Brew is increased by +5. A Good Brew would then be able to counter positive magical abilities, while a Bad Brew could be used to spread an illness, induce a bad state of being, or lay a negative magical effect on required to brew a potion. Making a Reversed Brew requires the expenditure of an additional Harmony point to any already required by the Brew.
    • False Life (Prerequisite: Create Homunculus): Once per day, as a full-round action, you may temporarily animate an inanimate object within your line of sight, such as a statue, a piece of furniture, or an item of equipment such as a sword or a length of rope. This object acts for almost all intents and purposes as a homunculus, but only remains animate for 1 round per level of scholar + sorcerer you have, or until it is destroyed. The item’s size category does not change, so an animated dagger (tiny) could only be up to 3rd level for instance. On the other hand, you could not animate a ship (gargantuan) unless you could create an 18th level homunculus. Note that when the object is destroyed or reverts to inanimate status, you do not suffer the ill effects that you would from the destruction of a homunculus. See the Homunculus entry in the Monsters section for more details. You may take this talent multiple times; each time gives you an additional use/day.
    • Transubstantiation (Prerequisite: Good Brew, Reverse Brew): You may change the basic nature of materials or even living creatures into related phenomena – for instance changing fruits to flowers, rocks to gemstones, frogs into mice, or even ponies into donkeys. You must have (or research) the appropriate formulae and have all the appropriate materials on hand. To change one descriptor (Object or Creature Type, Size, etc.) of a targeted object or creature to an adjacent descriptor, you have to spend a Harmony point and roll a Craft [alchemy] check of a DC equal to the (Value DC +5) of an object or against the Will or Fort Defense of a creature as a full-round action. For every five points on your roll in excess of the DC you may 'move' the descriptor one step along the desired line (If, say, you wanted to Transubstantiate a Hydra into a Squirrel you would first have to roll a total of 25 points (five points per size category) to change the Hydra five size categories from huge to tiny, then 5 points to change the Hydra's type from a monster into an animal, and finally five points to change the species type from Hydra to Squirrel; rolling total of 35 points in excess of the Hydra's Fort Defense may be quite a hard task, but not all transmutations have to be done at once, if you have the luxury of time...)
  • Architect (0/6) -
    • (Prerequisite: trained in Craft [Architecture]):
    • (Prerequisite: ):
  • Charioteer (6/6) - Professional cart and chariot stuff.
    • Bootlegger Turn (Prerequisite: Chariot Racer): The pony is able to do really extreme turns with a vehicle. The vehicle moves forward half its speed and turns between 90 and 180 degrees. The Drive DC for this maneuver is 20.
    • Cart Crack (Prerequisite: Chariot Racer): Any kind of drawn vehicle's speed penalty is reduced by up to 2 squares.
    • Cart Pony (Prerequisite: Coach Pony): The character is able to draw a cart that exceed its size limit by one step.
    • Chariot Racer (Prerequisite: trained in Drive, Harness Proficiency): The character is able to make double move, run or charge actions with drawn vehicles.
    • Coach Pony (Prerequisite: trained in Drive, Harness Proficiency): The character may use its Drive skill with any kind of drawn vehicle with its Strength instead of its Dexterity modifier.
    • Fight in Harness (Prerequisite: Harness Proficiency): Despite the dangers of fighting while harnessed to a chariot, wagon, or cart, sometimes a Pony must defend itself on the battlefield or from natural predators under such circumstances. With this feat, the steed takes no negative penalties for fighting in a harness.

Normal: An character attempting to fight in a harness without this talent suffers a -5 penalty to all attack rolls, loses its Dexterity Bonus, and must make a Reflex Save each round it attempts to fight. Failure causes its to take 1d6 points of damage in addition to any harm done it by its attacker.

  • Fisherman (0/6) -
    • (Prerequisite: trained in Profession [fishing]):
    • (Prerequisite: ):
  • Flying (6/6) (Prerequisite: Any type of Fly Ability) -

Whenever you take a talent from the Flying tree, your learn a number of maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “training-suite,” you just have learned them sometime during your training. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Extra Training" Feat. (NPC Flyers simply know as many maneuvers as the Stablemaster decides they should know.)

    • Fledgeling Training (Prerequisite: trained in Flight): Grade 1 maneuvers unlocked. Known maneuvers based on Dexterity bonus (see table: "Bonus spells or maneuvers by High Ability Score").
    • Basic Flight Training (Prerequisite: Fledgeling Training): Grade 2 maneuvers unlocked. (see Fledgeling Training)
    • Apprentice Flight Training (Prerequisite: Basic Flight Training): Grade 3 maneuvers unlocked. (see Fledgeling Training)
    • Advanced Flight Training (Prerequisite: Apprentice Flight Training): Grade 4 maneuvers unlocked. (see Fledgeling Training)
    • Expert Flight Training (Prerequisite: Advanced Flight Training): Grade 5 maneuvers unlocked. (see Fledgeling Training)
    • Master Flight Training (Prerequisite: Expert Flight Training): Grade 6 maneuvers unlocked. (see Fledgeling Training)
  • Mechanic (4/6) -
    • (Prerequisite: trained in Craft [Mechanics]):
    • (Prerequisite: ):
    • Boost (Prerequisite: trained in Craft [Mechanics]): As a standard action, you can increase the speed of one vehicle you occupy by 1 square (applied to any method of locomotion) until the end of your next turn.
    • Fast Repairs (Prerequisite: trained in Craft [Mechanics]): Whenever you jury-rig an object or vehicle, the vehicle gains a number of temporary hit points equal to the result of your Craft check. Damage is subtracted from these temporary hit points first, and temporary hit points go away at the conclusion of the encounter.
    • Quick Fix (Prerequisite: trained in Craft [Mechanics]): Once per encounter, you may jury-rig an object or vehicle that is not disabled. All normal benefits and penalties for jury-rigging still apply.
    • Repairs on the Fly (Prerequisite: Fast Repairs): You can use the Repair application of the Craft skill to repair an object or vehicle as a standard action. You can gain the benefits of this talent only once per day per object, or vehicle repaired.
  • Miner (1/6) -
    • :
    • (Prerequisite: trained in Profession [miner]): In addition, once per day, you can reroll a Profession [miner] or Harvest check and take the better result.
    • Treasure Trove(Prerequisite: ): A miner's natural intuition to finding treasure allows him to detect precious metals and stones within a 20 ft. radius around him. The effect lasts a number of rounds equal to half his class level (max 10 rounds). 1st Round- The presence is detected. 2nd Round- The type of a single precious mineral is detected. 3rd round and up- The location of all types in the vicinity is discovered.
    • (Prerequisite: ): Any Profession [miner] or excavation roll you make may ignore up to half the character's class level in Hardness.
  • Socialize (6/6) -

Whenever you take a talent from the Socialize tree, your learn a number of social maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “social-suite,” you just have learned them sometime during your social life. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Society Expert" Feat. (NPC Socializers simply know as many maneuvers as the Stablemaster decides they should know.)

    • Newbie Etiquette (Prerequisite: trained in Persuasion): Grade 1 social maneuvers unlocked. Known maneuvers based on Charisma bonus (see table: "Bonus spells or maneuvers by High Ability Score").
    • Basic Social Etiquette (Prerequisite: Newbie Etiquette): Grade 2 social maneuvers unlocked. (see Newbie Etiquette)
    • Apprentice Social Etiquette (Prerequisite: Basic Social Etiquett): Grade 3 social maneuvers unlocked. (see Newbie Etiquette)
    • Advanced Social Etiquette (Prerequisite: Apprentice Social Etiquette): Grade 4 social maneuvers unlocked. (see Newbie Etiquette)
    • Expert Social Etiquette (Prerequisite: Advanced Social Etiquette): Grade 5 social maneuvers unlocked. (see Newbie Etiquette)
    • Master Social Etiquette (Prerequisite: Expert Social Etiquette): Grade 6 social maneuvers unlocked. (see Newbie Etiquette)
  • Surgeon (3/6) -
    • Surgery (Prerequisites: Trained in Heal): You can perform complex surgical procedures. You can return health to a badly wounded living being. A surgical procedure takes 1 hour of uninterrupted work, after which you must make on a DC 20 Treat Injury check. If the check succeeds, the pattient is safe and will recover normally.
    • Experienced Surgeon (Prerequisites: Surgery): You spent so much time at surgery, that patching up wounded has become second nature to you. You can perform Surgery on a number of patients equal to your Intelligence bonus (minimum 2) simultaneously. You make Heal checks for each individual as normally.
    • Surgical Expertise (Prerequisites: Surgery): You can perform skillful surgical procedures quickly. You can perform surgery in 10 minutes.
Normal: Performing surgery typically takes 1 hour (see the Heal skill).