Dexterity Talents

These talents are well-suited to rogues, but many may also be taken by the more dexterous and daring mages and warriors.

Horsemanship
Classes: Mage, Rogue, and Warrior.

Requirement: You must have at least 3 Dexterity.

You are a skilled rider and can handle horses and other beasts of burden with ease.

Novice: Gain the Dexterity (Riding) focus, or a +1 bonus to the focus if you already have it. You can jump into the saddle quickly; mounting a steed is a free action for you. If you spend at least one month bonding with your horse, it becomes your Loyal Steed and gains +1 main ability point each time you level up (it follows the same primary/secondary ability stat pattern that you do).

Journeyman: You can ride like the wind. When you ride a mount, it gains a +2 bonus to its base Speed. If you have bonded with a Loyal Steed, it instead has +6 Speed while you are riding it.

Master: You were born in the saddle. You add +1 to your Defense while mounted. You may also re-roll a failed Dexterity (Riding) test, but you must keep the result of the second roll.

Grandmaster: You can now perform the Trample action while mounted. As part of a movement action, you can attempt to run over an enemy smaller than a horse without making a separate Attack roll. This is an opposed Strength (Might) test of your mount vs. the target’s Dexterity (Acrobatics). If successful, the target takes 1d6 + your mount’s Strength damage.

Quick Reflexes
Classes: Mage, Rogue, and Warrior.

Requirement: You must have Dexterity 2 or higher.

You react to threats speedily and instinctually.

Novice: You can prepare yourself for action in an instant. Once per round you can use either Ready or Activate as a free action on your turn. You also gain the Dexterity (Initiative) focus (or if you already have it, gain +1 to the bonus).

Journeyman: You can flip yourself up or drop down with lightning speed. You can go prone, hide, or stand up as a free action. (These normally can only be done as part of a move action.)

Master: You learn the Uncanny Dodge ability. When an attacker that you can see hits you with an Attack (melee, ranged, or Arcane Lance; not using spells or items), you can use your Reaction to halve the attack's damage against you (you only get one Reaction per turn). If you have another Specialization that already gives you this ability, you get a special bonus: you may roll 1d4 whenever you use this ability as your Reaction. On a 4, you take no damage at all; otherwise take half damage as usual.

Grandmaster: It is hard to get the drop on you. You have a +5 bonus to all Initiative rolls. Once per encounter, you can use the Use action as a free action.

Scouting
Classes: Rogue.

Requirement: You must have Dexterity 2 or higher. You are skilled at the art of reconnaissance.

Novice: You can use the lay of the land to your advantage. If you fail a Dexterity (Stealth) test, you can re-roll it, but you must keep the results of the second roll.

Journeyman: You know how to get the drop on your enemies. You gain a permanent +2 bonus to Initiative. You can perform the Seize the Initiative stunt for 2 stunt points instead of the usual 4.

Master: You are a skilled observer. If you fail a Perception (Seeing) test, you can re-roll it, but you must keep the results of the second roll.

Subterfuge
Classes: Rogue

Requirement: You must have Dexterity 3 or higher.

Experts in these talents are masters of obfuscation and misdirection.

Novice: You deal bonus damage when attacking while unseen, stealthed, or hidden. Your sneak attack deals an additional +1d6 damage. (This ability may stack with other rogue Specialization talents.)

Journeyman: You may use the Cause Distraction ability as a Minor Action for 5 Stamina Resources. Describe your distraction and roll Communication (Deception). Depending on the quality of the distraction (at the GM’s discretion), it may impose an attack penalty of -1 to -3 on all targets within a 6 yard range of the distraction.

Master: Your reflexes are sharp. You can now completely evade one Attack of Opportunity as a free action once per turn.

Grandmaster: Whenever you are flanking a target, deal +1d6 bonus damage (this stacks with other bonuses).

Thievery
Classes: Rogue.

Requirement: You must have Dexterity 3 or higher.

You take what you want.

Novice: Locks can't stand in your way. If you fail a Dexterity (Lockpicking) test you can re-roll, but you must keep the results of the second roll.

Journeyman: Gain one new Dexterity focus now. And then choose either Dexterity (Lockpicking), Dexterity (Stealth), Dexterity (Legerdemain), or Dexterity (Traps) as your specialty. You have an additional +1 bonus to all rolls of your specialty focus.

Master: You are skilled at evading detection. Choose either the Dexterity (Stealth) or (Legerdemain) focus (you must already have this focus). You can re-roll failed rolls of this type, but you must keep the results of the second roll.

Grandmaster: You can steal things right from under someone's nose. You have +3 to all Dexterity (Stealth) and (Legerdemain) tests in the service of pickpocketing.

Trap-Making
This talent has not been altered. See the official Rulebook for the details of this talent.