Difference between revisions of "MLP Talents"

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(Artisan)
(Magic)
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** '''Advanced Studies'''(Prerequisite: Low Magic Mastery): Grade 4 Spells unlocked. (see First Hoof Knowlege)
 
** '''Advanced Studies'''(Prerequisite: Low Magic Mastery): Grade 4 Spells unlocked. (see First Hoof Knowlege)
 
** '''Expert Studies'''(Prerequisite: Advanced Studies): Grade 5 Spells unlocked. (see First Hoof Knowlege)
 
** '''Expert Studies'''(Prerequisite: Advanced Studies): Grade 5 Spells unlocked. (see First Hoof Knowlege)
** '''Low Magic Mastery'''(Prerequisite: Expert Studies): Grade 6 Spells unlocked. (see First Hoof Knowlege)
+
** '''High Magic Mastery'''(Prerequisite: Expert Studies): Grade 6 Spells unlocked. (see First Hoof Knowlege)
  
 
==Other Talent Trees==
 
==Other Talent Trees==

Revision as of 03:17, 4 December 2011


Class Talent Trees

Artisan

  • Artistry -
  • Function -
    • Assured Skill: When you select this talent, choose one Cutie mark related 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 must choose a different Cutie mark related skill to gain the benefits of this talent.
    • 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.
    • Reliable Boon: Whenever you spend a Force Point to add to a skill check, you always reroll a result of 1 on any of your Force Point dice, and continue to reroll until you get a result of 2 or higher.
    • 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 Cutie mark related 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.
  • Jury-Rig -

Athlete

  • Endurance -
  • Agility -
  • Teamsport -

Commoner

  • Jack of all Trades -
  • Professional -
  • Socialize -

Diplomat

  • Etiquette -
  • Leadership -
    • Born Leader: Once per encounter, as a swift action, you grant all allies within your line of sight a + 1 insight bonus on attack 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 noble 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 hit 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.
  • Negotiation -

Entertainer

  • Inspiration -
    • 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.
    • Inspire Confidence: As a standard action, you can inspire confidence in all allies in your line of sight, 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: 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.
  • Performance -
  • Presence -

Guard

  • Armor -
    • 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.
  • Authority - 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 Defense.
    • 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 -
    • 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 + 1 die of stun damage.
    • Pursuit(Prerequisite: Dexterity 13): When running, you are not restricted to a straight line and you can reroll Endurance checks, using the better result, while running.
    • 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

  • Farmer -
    • Harvest: The Pony deals +2d8 extra Damage on all Harvesting rolls and against Plant based Monster. You may select this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by + 2d8 (to a maximum of +6d8).
    • Green Hoof:
  • Herder -
  • Scout -
    • Acute Senses: You may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
    • Expert Tracker(Prerequisite: Acute Senses): 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.)
    • Surehoofed: Your speed is not reduced by difficult terrain.
    • Improved Stealth: You may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.
    • 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.

Scholar

  • Healer -
    • Medical Competence: When making a Treat Injury skill check, you may take 10 even if stress and distractions would normally prevent you from doing so.
  • Organizer -
  • Researcher -

Scoundrel

  • Evasive -
  • Fortune -
    • Fool's Luck: As a standard action, you can spend a Harmony Point to gain one of the following benefib for the rest of the encounter: a + 1 luck bonus on attack rolls, a +5 luck bonus on skill checks, or a + 1 luck bonus to all your defenses.
    • Fortune's Favor : 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.
    • 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 can use it one additional time per day.
    • Lucky Strike: Once per day, you can reroll an attack roll and take the better result. You can select this talent multiple times; each time you select this talent, you can use it one additional time per day.
  • Trickster -
    • Gambler: You gain a +2 competence bonus on Wisdom checks when you gamble. You can select this talent multiple times; each time you take this talent, the competence bonus increases by +2.
    • 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.
    • 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.
    • 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.

Racial Talent Trees

Earth Pony

Pegasus

  • Flying -
  • Weather Mastery -

Unicorn

  • Low Magic - Even Starswirrl the bearded had once start low.(see Magic)

Sea Pony

Buffalo

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

Element Talent Trees

Generosity

  • Enchantment -
  • Endowment -

Honesty

  • Empathy -
  • Fortitude -

Kindness

  • Providence -
  • Vindicator - Protecting of friends

Laughter

  • Jester -
  • Strawberry - Cake or Anvil; maybe something blue ?

Loyalty

  • Confidence -
  • Attentiveness -

Magic

  • Friendship -
  • Low Magic - Somtimes even the Earthponies found their way tho Magic.
    • First Hoof Knowlege: Grade 0 cantrips unlocked. Known spells based on Interligence bonus (see on table "Bonus spells by Hight Ability Score). More Spells of unlocked Spell-Levels can be obtained if you take the "Higher Knowlege" Feat.
    • Lesser Spell Knowlege(Prerequisite: First Hoof Knowlege): Grade 1 Spells unlocked. (see First Hoof Knowlege)
    • Apprentice Spell Knowlege(Prerequisite: Lesser Spell Knowlege): Grade 2 Spells unlocked. (see First Hoof Knowlege)
    • Low Magic Mastery(Prerequisite: Apprentice Spell Knowlege): Grade 3 Spells unlocked. (see First Hoof Knowlege)
  • High Magic - The real thing not the puny one. Unicorn only
    • Advanced Studies(Prerequisite: Low Magic Mastery): Grade 4 Spells unlocked. (see First Hoof Knowlege)
    • Expert Studies(Prerequisite: Advanced Studies): Grade 5 Spells unlocked. (see First Hoof Knowlege)
    • High Magic Mastery(Prerequisite: Expert Studies): Grade 6 Spells unlocked. (see First Hoof Knowlege)

Other Talent Trees

  • Alchemy -
  • Charioteer - Professional cart and chariot stuff.
  • Dark Magic - Dark Pony magic.