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Ethereal Gears
2014-12-04, 10:51 AM
So I had this idea for a sort of fighter fix that expands somewhat on that class' flavor. With all the base classes Paizo has out, I rather felt like the flavor of both the fighter and the rogue are quite liberally covered by a number of other classes. So what I figured I'd do was to try to create a sort of quintessential "mundane" class, good at both fighting and skills, without necessarily having the flavor of a warrior or a thief or other rogueish character. The adventurer can gain a few supernatural tricks, but these are completely optional, and while magic is probably always going to be the optimization route of choice, my hope is that one could build a fun and effective character via this class regardless of whether one chooses to rely overly on the magical talents or not.

Essentially, this class is not meant to contend with any of the big players, but rather work on the same level as the Barbarian, Paladin and Ranger. If it punches slightly above or below that weight class I'm not too bothered, as long as it seems neither woefully underpowered nor overpowered in comparison to those guys.

I'm presenting the Adventurer and her Adventurer Talents in forum post form below, though for those who prefer it I also have these two Google Docs:

The Adventurer (https://drive.google.com/file/d/0B8e09cD4OAF3LVRNZ3ItTklZNHc/view?usp=sharing)

Adventurer Talents (https://drive.google.com/file/d/0B8e09cD4OAF3em5Wamw4enk0eXM/view?usp=sharing)

The Adventurer

"I've been called a fighter and a rogue, a tomb raider and opportunist and a dreamer and a damned fool. Plying this trade is no walk in the park, let me tell you. You got to be always on the move, always on the road, always rolling on lest you start gathering moss. In my time I've known thieves and mages, priests and sages, holy knights and bards and ragers. I've made more enemies in this line of work than a cobbler makes sandals, and just as many friends. Every foe slain, every treasure unearthed, every life saved or lost has been a lesson, an opportunity to learn or grow or just experience the world anew. I've seen things you wouldn't believe, and yet I've only just begun scratching the surface. There's the rub, you see. There will always be another tale to play a part in, another fear to brave or risk to dare. There will always be another adventure lurking around the next corner, and adventuring is my business, darling."

— Jacklyn Shard, human adventurer

Adventurer

The adventurer is a base class for the Pathfinder Roleplaying Game.

Role: The adventurer is a competent generalist fighter. Lacking the ferocity of a barbarian or a paladin's sacred powers, she makes up for this with versatility and sheer perseverance. Her daily reserves of bravery and fortune can see the adventurer through many dicey situations, and her training grants her a sturdy basic competence both in and out of combat. With the right choice of talents an adventurer can become both a warrior to be feared and an ingenious master of applied skills and expertise, even dabbling in a bit of amateur alchemy or magic to see herself and her adventuring comrades through their daily encounters.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The adventurer's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering), Knowledge (geography), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Table: Adventurer





Level
BAB
Fort
Ref
Will
Bravery Pool
Special


1st
+1
+2
+2
+0
3
Bravery, daring, talent, training +1


2nd
+2
+3
+3
+0
4
Moxie, talent


3rd
+3
+3
+3
+1
5
Fortune 1/day


4th
+4
+4
+4
+1
6
Talent


5th
+5
+4
+4
+1
7
Training +2


6th
+6/+1
+5
+5
+2
8
Talent


7th
+7/+2
+5
+5
+2
9
Fortune 2/day


8th
+8/+3
+6
+6
+2
10
Talent


9th
+9/+4
+6
+6
+3
11
Training +3


10th
+10/+5
+7
+7
+3
12
Talent


11th
+11/+6/+1
+7
+7
+3
13
Fortune 3/day


12th
+12/+7/+2
+8
+8
+4
14
Talent


13th
+13/+8/+3
+8
+8
+4
15
Traing +4


14th
+14/+9/+4
+9
+9
+4
16
Talent


15th
+15/+10/+5
+9
+9
+5
17
Fortune 4/day


16th
+16/+11/+6/+1
+10
+10
+5
18
Talent


17th
+17/+12/+7/+2
+10
+10
+5
19
Training +5


18th
+18/+13/+8/+3
+11
+11
+6
20
Talent


19th
+14/+9/+4
+11
+11
+6
21
Fortune 5/day


20th
+20/+15/+10/+5
+12
+12
+6
22
Talent, true hero



Class Features

The following are class features of the adventurer base class.

Weapon and Armor Proficiency

An adventurer is proficient with all simple and martial weapons and with a single exotic weapon of her choice. She is proficient with light and medium armor and with all types of shields except tower shields. At 1st level the adventurer may choose to exchange her exotic weapon proficiency for proficiency with either heavy armor or tower shields.

Bravery (Ex)

When skill or luck fail her, the adventurer relies on sheer courage to see her through the travails of her perilous trade. At 1st level the adventurer gains a pool of bravery points equal in size to 2 + her class level. As an immediate action, the adventurer can expend a number of bravery points up to a maximum amount equaling 1/2 her class level (minimum 1) and gain a bonus equal to the amount of points thus spent on any one ability check, attack roll, damage roll or saving throw. This must be done before the roll in question is made. When adding bonuses on saving throws against fear effects, the cost in bravery points is halved (minimum 0). As she gains further class levels and acquires more talents, the adventurer uncovers additional ways of utilizing the points in her bravery pool.

Daring (Ex)

Each time the adventurer performs a daring act, she can regain bravery points. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the adventurer regains 1 bravery point. Before attempting a daring act, the player should ask the GM whether the act qualifies.

Talents

An adventurer will pick up a plethora of talents throughout her adventuring. These range from feats of skill or martial prowess to the odd mystical knack. The adventurer gains one talent at 1st level. At 2nd level and every even-numbered class level thereafter, she gains an additional talent. Unless otherwise noted no talent can be selected more than once, and certain talents may have special prerequisites the adventurer must meet in order to select them. The DC to resist the effects of an adventurer's talents is equal to 10 + 1/2 her class level + her Intelligence, Wisdom or Charisma modifier, whichever is higher.

For a full list of adventurer talents, see the Adventurer Talents post.

Training (Ex)

The adventurer gains a +1 bonus to one of the following, chosen at 1st level: armor class, CMB & CMD, skill checks or weapon attack & damage rolls. In the case of armor class, this is a dodge bonus that only works while the adventurer is wearing light or no armor and is not using a shield or carrying more than a light load. In the case of skill checks it is a competence bonus, which may be doubled, but then applies only to either Strength-, Dexterity-, Intelligence-, Wisdom- or Charisma-based skills, as chosen each time such a bonus is gained. At 5th, 9th, 13th and 17th level, the adventurer gains an additional +1 bonus. If she selects a bonus she has already gained, all her bonuses gained via this class feature stack.

Moxie (Ex)

Adventurers are full of moxie. For some this takes the form of razor-sharp wits, for others meditative intuition or impeccable charm. At 2nd level, the adventurer chooses either her Intelligence, Wisdom or Charisma modifier. She gains an insight bonus equal to the chosen ability modifier on one of her saving throws (Fortitude, Reflex or Will).

Fortune (Ex)

Fortune favors the bold, and adventurers are nothing if not bold. Beginning at 3rd level, once per day, the adventurer can reroll any one d20 roll that she has just made before the results of the roll are revealed. The adventurer must take the result of the reroll, even if it’s worse than the original roll. At 7th level and every four class levels thereafter, the adventurer can use this ability one additional time per day.

True Hero (Ex)

At 20th level, the adventurer is under the constant effects of greater heroism. This is an extraordinary ability, but uses the adventurer's class level as her effective caster level to determine its effects. The temporary hit points gained via this ability automatically refresh at the start of each new encounter if depleted. They do not stack with themselves but otherwise stack with all other sources of temporary hit points.

New Feats

The following new feats are available to all adventurers:

Extra Bravery

Your daily reserves of bravery increase.
Prerequisite: Bravery pool class feature.
Benefit: The size of your bravery pool increases by 3.
Special: You can gain Extra Bravery multiple times. Its effects stack.

Extra Fortune

You are more fortunate than most adventurers.
Prerequisite: Fortune class feature.
Benefit: You may use your fortune class feature one additional time per day.
Special: You can gain Extra Fortune once beginning at 3rd level, plus an additional time for every six character levels you possess.

Extra Talent

You have uncovered a new talent.
Prerequisite: Talent class feature.
Benefit: You gain one additional talent. You must meet all of the prerequisites for this talent.
Special: You can gain Extra Talent multiple times.

Ethereal Gears
2014-12-04, 10:59 AM
Adventurer Talents

The adventurer may choose from the following talents. Any talent marked with an asterisk (*) is a skill expert talent and requires the adventurer to be trained in the appropriate skill in order to select it. For Craft, Knowledge, Perform and Profession skills, this requirement only applies to a single such kind of skill, not all of them.

Alchemical Adept (Su)

The adventurer gains the ability to create a single 1st-level extract from the alchemist formulae list. This can be done three times per day. At 8th level, the adventurer can instead choose a 2nd-level extract when gaining this talent. At 12th level, she can instead choose a 3rd-level extract. At 16th level, she can choose a 4th-level extract. The caster level for this ability is equal to the adventurer's level. The adventurer must have an Intelligence score equal to at least 10 + the extract's level in order to create one via this ability. This talent can be gained multiple times, granting the adventurer a new extract she can create three times per day each time. The adventurer may only gain access to a single extract of any given extract level via this ability. The adventurer must be 4th level or higher to gain this talent.

Animal Companion (Ex)

The adventurer forms a bond with a loyal companion that accompanies her on her adventures. She may choose any animal companion available to a druid. The adventurer uses her class level as her effective druid level for determining the abilities of her animal companion. The adventurer must be 4th level or higher to gain this talent.

Arcane Adept (Sp)

The adventurer gains the ability to cast a single 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times per day as a spell-like ability. At 4th level, the adventurer can instead choose a 1st-level spell when gaining this talent. At 8th level, she can instead choose a 2nd-level spell. At 12th level, she can choose a 3rd level spell. At 16th level, she can choose a 4th-level spell. The caster level for this ability is equal to the adventurer's level. The save DC for this spell is 10 + the spell's level + the adventurer's Intelligence or Charisma modifier, whichever is higher. The adventurer must have an Intelligence or Charisma score equal to at least 10 + the spell's level in order to cast a spell via this ability. This talent can be gained multiple times, granting the adventurer a new spell-like ability usable three times per day each time. The adventurer may only gain a single spell-like ability of any given spell level via this ability.

Armor Mastery (Ex)

The adventurer learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. At 8th, 12th, and 16th level, these bonuses increase by +1, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. The adventurer must be 4th level or higher to gain this talent.

Bomb (Su)

The adventurer learns to create and throw bombs, as per the alchemist's bomb ability. She can use a number of bombs each day equal to 1/2 her class level + her Intelligence, Wisdom or Charisma modifier, whichever is higher. The adventurer's bombs deal fire damage and their damage dice is calculated as if she were an alchemist of a level equal to her adventurer class level. If the adventurer wishes, she may add her Wisdom or Charisma modifier to her bombs' damage instead of her Intelligence modifier. The adventurer must be 2nd level or higher to gain this talent.

Bookish Adept (Ex)

By spending 1 hour either reading a spellbook or a formula book or conversing with a willing divine spellcaster, the adventurer can exchange one spell-like ability or extract she has gained access to via the alchemical adept, arcane adept or divine adept talent for a new one of equivalent level. The chosen spell or extract must either be recorded in the spellbook or formula book in question or be known by the divine spellcaster the adventurer is conversing with. The adventurer must be 6th level or higher to gain this talent.

Buckled Swash (Ex)

The adventurer gains Amateur Swashbuckler as a bonus feat and gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons. She can also use her Charisma score in place of Intelligence as a prerequisite for combat feats. The adventurer uses bravery points instead of panache points when utilizing her deeds, but cannot regain bravery points by confirming critical hits or scoring killing blows with a light or one-handed piercing melee weapon. This talent counts as having the Weapon Finesse feat for the purposes of meeting feat prerequisites. The adventurer must be 2nd level or higher to gain this talent.

Cheat Death (Ex)

When damage would ordinarily reduce the adventurer to 0 or fewer hit points, she can expend points from her bravery pool to negate some of this damage. As an immediate action, the adventurer may spend any number of bravery points, negating two hit points' worth of damage for each bravery point thus spent. She can spend enough bravery points to bring herself up to 1 hit point using this ability, but no more. When using her bravery pool to add bonuses on saving throws against death effects or stabilization checks, an adventurer with this talent reduces the cost in bravery points by half. The adventurer must be 6th level or higher to gain this talent.

Cooperative Combatant (Ex)

When the adventurer uses the aid another action, she may affect an additional number of allies equal to her Intelligence, Wisdom or Charisma modifier, whichever is higher. For each ally that the adventurer aids, she can pick whether to grant that ally a bonus on its next attack against the opponent or a bonus to AC against the opponent’s next attack on that ally, and can grant different allies different bonuses. The adventurer must be 8th level or higher to gain this talent.

Cowardice (Ex)

The adventurer can use her bravery pool to cause an opponent's own bravery to falter. As an immediate action, she can expend a number of bravery points up to a maximum amount equaling 1/2 her class level (minimum 1) and cause one creature within 30 feet to incur a penalty equal to the amount of points thus spent on any one ability check, attack roll, damage roll or saving throw. This must be done before the roll in question is made. When adding penalties on saving throws against fear effects, the cost in bravery points is halved. This ability is a mind-affecting fear effect. The adventurer must be 6th level or higher to gain this talent.

Divine Adept (Sp)

The adventurer gains the ability to cast a single 0-level spell from the cleric/oracle list. This spell can be cast three times per day as a spell-like ability. At 4th level, the adventurer can instead choose a 1st-level spell when gaining this talent. At 8th level, she can instead choose a 2nd-level spell. At 12th level, she can choose a 3rd level spell. At 16th level, she can choose a 4th-level spell. The caster level for this ability is equal to the adventurer's level. The save DC for this spell is 10 + the spell's level + the adventurer's Wisdom or Charisma modifier, whichever is higher. The adventurer must have a Wisdom or Charisma score equal to at least 10 + the spell's level in order to cast a spell via this ability. This talent can be gained multiple times, granting the adventurer a new spell-like ability usable three times per day each time. The adventurer may only gain a single spell-like ability of any given spell level via this ability.

Evasion (Ex)

The adventurer gains evasion, as per the monk class feature. This ability only functions if the adventurer is wearing light or no armor and is not helpless. Starting at 10th level, this talent can be selected a second time, upgrading this ability to work as improved evasion.

Expanded Moxie (Ex)

The adventurer may add the insight bonus granted by her moxie class feature to a second saving throw (Fortitude, Reflex or Will). Starting at 8th level, this talent can be selected a second time, adding this bonus to a third saving throw. The adventurer must be 4th level or higher to gain this talent.

Expert: Acrobatics (Ex)*

The adventurer attains increased competence when using the Acrobatics skill, gaining access to the following abilities:
* The adventurer always counts as having a running start when using Acrobatics to jump.
* The adventurer gains a dodge bonus to AC equal to 1 + 1/3 her skill ranks in Acrobatics when using Acrobatics to move through a threatened area or through an enemy's space. This ability is available to adventurers with 4 or more skill ranks in Acrobatics.
* The adventurer can make an Acrobatics check as a full-round action to charge through difficult terrain and squares occupied by allies. She can also make a single ninety-degree turn at any point during such a charge. The adventurer must succeed on an Acrobatics check with a DC equal to 5 + 5 for every 10 feet of ground covered during the charge, plus an additional 5 if she makes a turn during the charge. If the adventurer fails this check, she cannot perform the charge, but may take either a single standard or move action instead. If she succeeds, the adventurer may substitute the result of her Acrobatics check for a single attack roll made at the end of her charge. This ability is available to adventurers with 8 or more skill ranks in Acrobatics.

Expert: Appraise (Ex)*

The adventurer attains increased competence when using the Appraise skill, gaining access to the following abilities:
* The adventurer can identify the properties of a magic item with an Appraise check as if using detect magic and Spellcraft. The DC for this Appraise check is equal to 20 + the magic item's caster level.
* The adventurer can add her Appraise and Perception skill ranks together when making a Perception check to notice any item worth 100 gp or more. This ability is available to adventurers with 4 or more skill ranks in Appraise.
* The adventurer can gain a 5% discount when purchasing a magic item by making an Appraise check. The DC for this check is equal to 25 + the magic item's caster level. This ability is available to adventurers with 8 or more skill ranks in Appraise.

Expert: Bluff (Ex)*

The adventurer attains increased competence when using the Bluff skill, gaining access to the following abilities:
* As a standard action, the adventurer may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally.
* Whenever the adventurer successfully feints against a creature, that creature's next attack roll against her treats the adventurer's AC as equal to the result of her Bluff check if it is higher. This ability is available to adventurers with 4 or more skill ranks in Bluff.
* When successfully using Bluff to feint in combat, the adventurer may cause her target to lose its Dexterity bonus to AC against all attacks for 1 round rather than just against her own next attack. This increase by 1 additional round for every 10 skill ranks the adventurer has in Bluff. This ability is available to adventurers with 8 or more skill ranks in Bluff.

Expert: Climb (Ex)*

The adventurer attains increased competence when using the Climb skill, gaining access to the following abilities:
* The adventurer may freely use either her Strength or Dexterity modifier to determine her Climb bonus.
* The adventurer automatically halves the DC of any Climb check to catch herself while falling or catch a falling character while climbing. She may also make her own footholds and handholds as a full-round action. This ability is available to adventurers with 4 or more skill ranks in Climb.
* The adventurer gains a climb speed equal to her base speed. This ability is available to adventurers with 8 or more skill ranks in Climb.

Expert: Craft (Ex)*

The adventurer attains increased competence when using Craft skills, gaining access to the following abilities:
* When gaining this talent the adventurer chooses a specific Craft skill. She reduces the time required to craft items using that skill by one third.
* The adventurer can add her skill ranks in the Craft skill chosen when she first gained this talent on either all Disable Device or all Knowledge (engineering) checks. This ability is available to adventurers with 4 or more skill ranks in her chosen Craft skill.
* The adventurer may create magic items using the Craft skill chosen when she first gained this talent as if though she possessed the Master Craftsman feat and all the appropriate item creation feats. This ability is available to adventurers with 8 or more skill ranks in her chosen Craft skill.

Expert: Diplomacy (Ex)*

The adventurer attains increased competence when using the Diplomacy skill, gaining access to the following abilities:
* The adventurer only needs to spend 1d6 x 10 minutes to gather information using Diplomacy, rather than 1d4 hours.
* The adventurer can shift a creature's attitude up to three steps when using Diplomacy. This ability is available to adventurers with 4 or more skill ranks in Diplomacy.
* The adventurer can retry attempts to influence a given creature’s attitude one additional time in a 24-hour period for every 5 skill ranks she has in Diplomacy. This ability is available to adventurers with 8 or more skill ranks in Diplomacy.

Expert: Disable Device (Ex)*

The adventurer attains increased competence when using the Disable Device skill, gaining access to the following abilities:
* The adventurer may make a Disable Device check as part of creating a trap. She can use the result of this check in place of the standard Perception and Disable Device DCs to notice and disarm the trap. This does not affect the trap's saving throw DC.
* The adventurer may make a Disable Device check as a standard action against a trap within 30 feet. Upon success she automatically triggers the trap. This ability is available to adventurers with 4 or more skill ranks in Disable Device.
* The adventurer may make a melee touch attack against a construct. If the attack hits, the adventurer also makes a Disable Device check with a DC equal to 15 + the construct's HD. If she succeeds on this check, the adventurer affects the construct as per the disable construct spell. This is an extraordinary ability, and its effects last for 1 round per class level of the adventurer. This ability is available to adventurers with 8 or more skill ranks in Disable Device.

Expert: Disguise (Ex)*

The adventurer attains increased competence when using the Disguise skill, gaining access to the following abilities:
* The adventurer halves all the penalties on Disguise checks incurred by disguising herself as a different gender, race, size category or age category.
* When the adventurer impersonates a particular individual, those who know what that person looks like do not get a bonus on their Perception checks to see through her disguise. Furthermore, such characters are not automatically considered to be suspicious of the adventurer and do not automatically get to make such Perception checks. This ability is available to adventurers with 4 or more skill ranks in Disguise.
* By taking a -5 penalty on her Disguise check, the adventurer can don a disguise as a standard action. This ability is available to adventurers with 8 or more skill ranks in Disguise.

Expert: Escape Artist (Ex)*

The adventurer attains increased competence when using the Escape Artist skill, gaining access to the following abilities:
* As an immediate action, the adventurer can make an Escape Artist check, substituting the result of this check for her CMD to avoid a combat maneuver that targets her.
* The adventurer can make an Escape Artist check in place of a saving throw to avoid becoming entangled, paralyzed or petrified. This ability is available to adventurers with 4 or more skill ranks in Escape Artist.
* The adventurer can move through an area as wide as half her space's width without squeezing or one-quarter her space's width when squeezing. She also halves her penalties to attack rolls and AC while squeezing. To squeeze through or into a space less than one-quarter her space's width, the adventurer must make an Escape Artist check as usual. This ability is available to adventurers with 8 or more skill ranks in Escape Artist.

Expert: Handle Animal (Ex)*

The adventurer attains increased competence when using the Handle Animal skill, gaining access to the following abilities:
* The adventurer can use Handle Animal on vermin and any magical beast with an Intelligence of 2 or lower, treating these creatures as animals for such purposes.
* As a swift action, the adventurer can make a Handle Animal check against an animal within 30 feet with a DC equal to 15 + the HD of that animal. Upon success, the animal temporarily learns a single bonus trick of the adventurer's choice, retaining the use of that trick for 1 minute per class level of the adventurer. This ability is available to adventurers with 4 or more skill ranks in Handle Animal.
* The adventurer can make a Handle Animal check to affect a creature as per the druid's wild empathy class feature. She can also make a Handle Animal check to demoralize an animal, as per the Intimidate skill, as a swift action. This ability is available to adventurers with 8 or more skill ranks in Handle Animal.

Expert: Heal (Ex)*

The adventurer attains increased competence when using the Heal skill, gaining access to the following abilities:
* The adventurer can take only 1 minute to treat deadly wounds by taking a -5 penalty on her Heal check. She can also administer first aid as a move action by incurring the same penalty.
* When treating deadly wounds, the adventurer only expends 1 use from a healer's kit. In addition, she heals her target an amount equal to how much she overcame the Heal check DC by if this amount is greater than her Wisdom modifier. This ability is available to adventurers with 4 or more skill ranks in Heal.
* In addition to stopping bleeding, the adventurer can also administer first aid to cancel temporary effects inflicting one of the following conditions: blinded, dazed, dazzled, deafened, shaken, sickened or staggered. Doing this increases the Heal check DC to 25. This ability is available to adventurers with 8 or more skill ranks in Heal.

Expert: Intimidate (Ex)*

The adventurer attains increased competence when using the Intimidate skill, gaining access to the following abilities:
* When the adventurer forces a creature to act friendly towards her, the effect lasts for 1d4 hours rather than 1d6 x 10 minutes.
* The adventurer takes no penalty on Intimidate checks due to her size. This ability is available to adventurers with 4 or more skill ranks in Intimidate.
* When demoralizing the same target multiple times in a row, the adventurer can choose to create a stronger fear condition rather than extend the duration of her previous demoralization. This increases the Intimidate DC by 5 if her target is already shaken or by 10 if it is already frightened. Panicked targets cannot be further demoralized, though the duration of their panicked state can be extended as normal. This ability is available to adventurers with 8 or more skill ranks in Intimidate.

Expert: Knowledge (Ex)*

The adventurer attains increased competence when using Knowledge skills, gaining access to the following abilities:
* The adventurer can make all Knowledge checks untrained.
* The adventurer can make a Knowledge check as an immediate action in place of a saving throw to avoid an attack by a creature she has successfully identified via a previous Knowledge check. This increases the saving throw's DC by an amount equal to 1/2 the creature's HD. This ability is available to adventurers with 4 or more skill ranks in a Knowledge skill.
* The adventurer can take 10 on any check for a Knowledge skill that she has ranks in. She can choose not to take 10 and can instead roll normally. In addition, once per day, the adventurer can take 20 on any Knowledge skill check as a standard action. This ability is available to adventurers with 8 or more skill ranks in a Knowledge skill.

Expert: Linguistics (Ex)*

The adventurer attains increased competence when using the Linguistics skill, gaining access to the following abilities:
* The adventurer can add her Linguistics and Use Magic Device skill ranks together when making a Use Magic Device check to decipher a written spell or use a scroll.
* The adventurer can create her own secret language. Other creatures can learn this language as a bonus language, but only if the adventurer teaches it to them. In order to create a secret language the adventurer must "save up" three skill ranks in Linguistics, forgoing the benefit of learning any new languages as she gains them. Upon gaining her third such empty skill rank, she instead "learns" the new language she has created. The adventurer can create and know a total number of secret languages equal to 1/3 her skill ranks in Linguistics. This ability is gained when the adventurer attains 4 skill ranks in Linguistics, but she can start "saving up" towards it before then.
* The adventurer learns two languages for every skill rank she puts into Linguistics. She also never draws false conclusions when attempting to decipher writing. This ability is available to adventurers with 8 or more skill ranks in Linguistics.

Expert: Perception (Ex)*

The adventurer attains increased competence when using the Perception skill, gaining access to the following abilities:
* Whenever the adventurer comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
* The adventurer can make Perception checks while asleep without increasing their DC. This ability is available to adventurers with 4 or more skill ranks in Perception.
* The adventurer treats any invisible creature within 30 feet of her as only partially invisible. Such creatures reduce their bonus to Stealth from +40 to +30 when stationary and from +20 to +15 when moving. This ability is available to adventurers with 8 or more skill ranks in Perception.

Expert: Perform (Ex)*

The adventurer attains increased competence when using Perform skills, gaining access to the following abilities:
* The adventurer earns double the normal amount of money from Perform checks.
* The adventurer gains the versatile performance ability of a bard, choosing a single Perform skill to substitute for a pair of other skills. This ability is available to adventurers with 4 or more skill ranks in a Perform skill.
* As a swift action, the adventurer can make a Perform check, attempting to distract an enemy with a short burst of performance. The DC for this check is equal to 15 + the target's HD. If the check succeeds, the target either loses its next action or the adventurer gain a +2 bonus on all attack and damage rolls made against that creature for 1 round. Once a creature has been affected by this ability, it is immune to its effects for the next 24 hours. This is a mind-affecting effect. This ability is available to adventurers with 8 or more skill ranks in a Perform skill.

Expert: Profession (Ex)*

The adventurer attains increased competence when using Profession skills, gaining access to the following abilities:
* The adventurer earns double the amount of money from Profession checks.
* The adventurer can make a Profession check in place of any Appraise, Diplomacy or Knowledge check concerning her profession or a creature practicing that profession. This ability is available to adventurers with 4 or more skill ranks in a Profession skill.
* When wielding a tool associated with a Profession skill she is trained in, the adventurer is treated as possessing the following feats: Catch Off-Guard, Improvised Weapon Mastery and Throw Anything. This ability is available to adventurers with 8 or more skill ranks in a Profession skill.

Expert: Ride (Ex)*

The adventurer attains increased competence when using the Ride skill, gaining access to the following abilities:
* The adventurer takes no penalties for riding bareback. Any non-military saddle she is seated on functions like a military saddle. When seated on an actual military saddle, the adventurer grants her mount a +1 dodge bonus to AC.
* The adventurer can make a Ride check as a swift action to cause any mount she rides to automatically count as combat-trained. The DC for this check is equal to 15 + the mount's HD. If already riding a combat-trained mount, this ability instead grants the mount a +1 bonus on attack and damage rolls. The effects of this ability persist until the adventurer dismounts. This ability is available to adventurers with 4 or more skill ranks in Ride.
* By spending 1 hour training with a mount, the adventurer can grant it the benefits of one of the following feats for 24 hours: Jumper, Lithe Attacker, Master of Your Kind, Narrow Frame, Stable Gallop, Sure Footed or Valiant Steed. The mount must meet all the prerequisites for the chosen feat. This ability is available to adventurers with 8 or more skill ranks in Ride.

Expert: Sense Motive (Ex)*

The adventurer attains increased competence when using the Sense Motive skill, gaining access to the following abilities:
* Before making a Bluff, Diplomacy or Intimidate check, the adventurer can make a free Sense Motive check with the same DC + 10. If she succeeds on this check, she may add 1/2 her skill ranks in Sense Motive (minimum 1) as an insight bonus on the skill check in question. Failure instead incurs a -5 penalty on this check.
* The adventurer can make a Sense Motive check against a creature as a swift action. The DC for this check is equal to 15 + the target's HD. If she succeeds on this check, the adventurer can use its result in place of her AC against her target's attacks for 1 round. The DC of the check increases by 2 for every additional time the adventurer has already used this ability against the same creature in the last 24 hours. This ability is available to adventurers with 4 or more skill ranks in Sense Motive.
* Whenever she fails a saving throw against an enchantment or illusion effect, the adventurer can try to let her subconscious second-guess her own conscious mind. She rolls two Sense Motive checks, one for her conscious mind and then one for her subconscious directly afterwards. If the adventurer's subconscious rolls higher, the saving throw she failed instead counts as a success. Using this ability requires the adventurer to expend an immediate action. This ability is available to adventurers with 8 or more skill ranks in Sense Motive.

Expert: Sleight of Hand (Ex)*

The adventurer attains increased competence when using the Sleight of Hand skill, gaining access to the following abilities:
* The adventurer can make a Sleight of Hand check as if though it were a Perform check to earn money in order to set up a three-card-trick game or a similar scam dependent on prestidigitation. She ears double the normal amount of gold from this check upon success. If she has 5 or more skill ranks in Sleight of Hand, she instead earns triple this amount. This increases to quadruple, quintuple and finally sextuple the standard amount at 10, 15 and 20 skill ranks, respectively. Any creature observing the adventurer's performance can make a Perception check opposed by her Sleight of Hand check to notice she is in fact deceiving her audience.
* The adventurer may make a Sleight of Hand check in place of a steal or disarm maneuver. In the latter case, however, she incurs a -5 penalty on the check. This ability is available to adventurers with 4 or more skill ranks in Sleight of Hand.
* The adventurer can make a Sleight of Hand check with a DC of 25 to draw or sheathe any alchemical item, potion, scroll, wand or weapon (including concealed weapons) as a free or immediate action. The adventurer can attempt to use this ability a number of times per round equal to 1/4 her ranks in Sleight of Hand. This ability is available to adventurers with 8 or more skill ranks in Sleight of Hand.

Expert: Stealth (Ex)*

The adventurer attains increased competence when using the Stealth skill, gaining access to the following abilities:
* The adventurer can move at full speed while using the Stealth skill without penalty.
* The adventurer can expend a swift action to allow one creature within 30 feet to use the result of her Stealth check in place of its own. For every 5 skill ranks she possesses in Stealth, the adventurer can affect one additional creature when using this ability. This ability is available to adventurers with 4 or more skill ranks in Stealth.
* The adventurer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, the adventurer can hide herself from view in the open without anything to actually hide behind. This ability is available to adventurers with 8 or more skill ranks in Stealth.

Expert: Survival (Ex)*

The adventurer attains increased competence when using the Survival skill, gaining access to the following abilities:
* The adventurer adds her Constitution modifier, in addition to her Wisdom modifier, on all Survival checks.
* The adventurer can make a Survival check in place of the normal check to avoid harm from being in a cold or hot environment. This also applies to checks and saving throws against the effects of drowning, falling objects, smoke, starvation, suffocation and thirst. This ability is available to adventurers with 4 or more skill ranks in Survival.
* The adventurer can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. This ability is available to adventurers with 8 or more skill ranks in Survival.

Expert: Swim (Ex)*

The adventurer attains increased competence when using the Swim skill, gaining access to the following abilities:
* The adventurer adds her skill ranks in Swim to the number of rounds she can hold her breath underwater. She can take standard or full-round actions underwater without reducing this duration.
* The adventurer adds her Constitution modifier on all Swim checks in addition to her Strength modifier. This ability is available to adventurers with 4 or more skill ranks in Swim.
* The adventurer gains a swim speed equal to her base speed. This ability is available to adventurers with 8 or more skill ranks in Swim.

Expert: Use Magic Device (Ex)*

The adventurer attains increased competence when using the Use Magic Device skill, gaining access to the following abilities:
* The adventurer can cause a cursed item she is wearing or wielding to instead function as the magic item it was intended to become upon creation. She makes a Use Magic Device check with a DC equal to 20 + the caster level of the cursed item. If this check succeeds the cursed item functions as intended for the next 24 hours, though only for the adventurer herself. If the check fails the item continues functioning as cursed and the adventurer cannot make a new check to cause it to function as intended until 24 hours have passed.
* As a standard action, the adventurer can make a Use Magic Device to restore 1 charge to a staff, wand or other spell trigger item she is holding. The DC for this check is equal to 20 + the item's caster level. Upon success, this drains a number of points from the adventurer's bravery pool equal to the item's caster level and 1 charge is restored to the item. Failing the check drains half this amount without restoring any charges. For every 5 skill ranks she possesses in Use Magic Device, the adventurer can restore one additional charge to an item when using this ability. She cannot target the same item with this ability more than once per 24 hours. This ability is available to adventurers with 4 or more skill ranks in Use Magic Device.
* The adventurer can substitute her class level for the caster level of an activated spell completion or spell trigger item by increasing the activation DC by 10. When doing this, the adventurer also uses her own Charisma modifier to modify the DC to resist the item's effects. This ability is available to adventurers with 8 or more skill ranks in Use Magic Device.

Ethereal Gears
2014-12-04, 11:00 AM
Adventurer Talents, Continued

Familiar (Ex)

The adventurer gains a familiar, as per the familiar option of the wizard’s arcane bond class feature. This ability functions exactly like that part of the class feature, with the adventurer's class level functioning as her effective arcane spellcaster level. The adventurer must be 4th level or higher to gain this talent.

Fated Critical (Ex)

After a critical hit is confirmed against her, the adventurer can spend one daily use of her fortune ability as an immediate action to treat that critical hit as a normal hit. Alternatively, she can spend one daily use of her fortune ability as a swift action to automatically confirm a critical hit. The adventurer must be 10th level or higher to gain this talent.

Fearless (Ex)

As long as the adventurer has at least 1 point left in her bravery pool, she is immune to fear effects. The adventurer must be 10th level or higher to gain this talent.

Feat

The adventurer gains a single bonus feat whose prerequisites she meets. For the purposes of qualifying for combat feats, the adventurer counts her class level as her effective fighter level.

Feat Versatility (Ex)

The adventurer gains one bonus feat of her choice, as per the feat talent. This cannot be a feat that grants access to any spells, spell-like abilities or supernatural abilities, nor one that would grant the adventurer an animal companion, cohort, familiar or similar. Once per day, the adventurer can spend 1 hour in training to exchange this feat for another whose prerequisites she meets, effectively losing the old feat and gaining the new one. This talent can be selected multiple times, granting the adventurer a new versatile feat each time. If she spends 1 hour training, the adventurer can exchange all of her versatile feats for new ones. An adventurer can possess a total number of versatile feats equal to 1/4 her class level. The adventurer must be 4th level or higher to gain this talent.

Feinting Mastery (Ex)

The adventurer takes no penalty to feint against non-humanoid creatures. She may feint against creatures of animal intelligence at a -2 penalty, or against mindless creatures at a -6 penalty. The adventurer must be 4th level or higher to gain this talent.

First into the Fray (Ex)

The adventurer can use her bravery pool to add a bonus on an initiative roll. This does not require an action and may be done after the initiative roll is made.

Infused Extracts (Ex)

When the adventurer creates an alchemist extract, she can infuse it with an extra bit of magical power. The extract created now persists even after the adventurer sets it down. As long as the extract exists, it continues to occupy one of the adventurer's daily extract slots. An infused extract can be imbibed by any creature to gain its effects. The adventurer must be 4th level or higher and already possess the alchemical adept talent to gain this talent.

Injection (Su)

The adventurer gains the ability to create and administer specially prepared alchemical injections she can use to heal herself and her allies. Creating an injection functions identically to creating a bomb, as per the alchemist's bomb ability. Administering an injection heals a living creature 1d6 points of damage per two class levels of the adventurer (maximum 10d6), plus her Intelligence, Wisdom or Charisma modifier, whichever is higher. The adventurer must touch her target in order to administer an injection to it. Creating and administering an injection requires a standard action that does not provoke attacks of opportunity, or a swift action if the adventurer is targeting herself. The healing of an injection is not a positive energy effect and does not deal damage to undead creatures. The adventurer can use a number of injections each day equal to 1/2 her class level + her Intelligence, Wisdom or Charisma modifier, whichever is higher. The adventurer must be 2nd level or higher to gain this talent.

Legacy Weapon (Ex and Su)

This talent can only be gained at 1st level. The adventurer gains a martial heirloom, a legacy weapon passed down to her from her ancestors or bequeathed to her by a guardian or mentor. This weapon is of masterwork quality and must be one with which the adventurer is proficient. As the adventurer gains class levels, her legacy weapon automatically starts accruing a cumulative enhancement bonus to its attack and damage rolls. This bonus starts out as +1 at 3rd level. At 7th level it increases to +2. At 11th level the bonus increases to +3, at 15th level it increases to +4 and at 19th it increases to +5. The legacy weapon cannot be magically enhanced via any other source. When the adventurer is in need, her legacy weapon may become touched by a spark of ancestral magic. By expending one daily use of her fortune ability, the adventurer can cause her legacy weapon's enhancement bonus to increase by +1 for 1 minute per class level she possesses. For every five class levels of the adventurer, this temporary increase improves by 1. Multiple uses of this ability do not stack with themselves and the legacy weapon's pure enhancement bonus cannot be increased above +5. Beginning at 5th level, however, this bonus increase can instead be used to grant the legacy weapon any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Also beginning at 5th level, as long as the adventurer has at least one daily use left of her fortune ability, her legacy weapon is immune to the broken condition. If the adventurer's legacy weapon is destroyed or lost, she loses access to her fortune class feature until it is repaired or retrieved. Unless deprived of it by powerful supernatural means (such as a wish spell or divine intervention), the adventurer's legacy weapon will always fantastically make its way back into her possession even if irrevocably lost. This usually occurs one week after the initial loss of the weapon, but may take longer at GM discretion.

Maneuver Mastery (Ex)

The adventurer doubles the bonus to CMB & CMD granted by her training class feature. The adventurer must be 4th level or higher to gain this talent.

Misfortune (Ex)

The adventurer can expend one daily use of her fortune ability as an immediate action to force a foe within 30 feet to have to roll a single d20 roll twice and take the worse of the two results. A creature cannot be the target of this ability more than once per 24 hours. The adventurer must be 4th level or higher to gain this talent.

Monster Hunter (Ex)

The adventurer gains Knowledge (arcana), Knowledge (nature), Knowledge (planes) and Knowledge (religion) as class skills. When making a Knowledge skill check to identify a creature, the adventurer may do so untrained and gains a +2 bonus on the check. The adventurer must be 2nd level or higher to gain this talent.

Moxious Bravery (Ex)

The adventurer adds either her Intelligence, Wisdom or Charisma modifier to her number of daily bravery points. The chosen ability modifier must match the one associated with the adventurer's moxie class feature. The adventurer can spend additional bravery points up to an amount equaling her chosen ability modifier whenever she does so to add a bonus to a saving throw which already gains an insight bonus from her moxie class feature.

Moxious Dodge (Ex)

The adventurer adds the ability modifier chosen for her moxie class feature as a dodge bonus to her AC whenever she is wearing light or no armor and is not using a shield or carrying more than a light load. The adventurer must be 4th level or higher to gain this talent.

Moxious Initiative (Ex)

The adventurer adds the ability modifier chosen for her moxie class feature to her initiative. The adventurer must be 2nd level or higher to gain this talent.

Mounted Mastery (Ex)

The adventurer gains both Mounted Combat and Skill Focus (Ride) as bonus feats.

Opportune Attacker (Ex)

Taking a 5-foot step out of the adventurer's threatened area or moving out of her threatened area using the withdraw action provokes an attack of opportunity from the adventurer. The adventurer must be 8th level or higher to gain this talent.

Pack Mule (Ex)

The adventurer's carrying capacity triples. This does not affect her actual Strength score, merely the amount of material she can carry. This talent also has no effect on the adventurer's encumbrance due to armor. If she wears armor she still takes the normal penalties for doing so regardless of how much weight she can carry. The adventurer must be 4th level or higher and have a Strength score of at least 10 to gain this talent.

Polearm Mastery (Ex)

As an immediate action, the adventurer can shorten the grip on any spear or polearm of her size with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until she spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd. The adventurer must be 2nd level or higher to gain this talent.

Polearm Mastery, Improved (Ex)

When the adventurer wields a shield, she can use any spear or polearm of her size as a one-handed weapon. The adventurer must be 4th level or higher and already possess the polearm mastery talent to gain this talent.

Precise Strike (Ex)

While she has at least 1 bravery point, the adventurer gains the ability to strike precisely with a light or one-handed piercing melee weapon, adding her adventurer class level to the damage dealt in the form of precision damage. To use this ability, the adventurer cannot attack with a weapon in her other hand or use a shield. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks or critical hits is immune to the additional damage granted by precise strike. The adventurer must be 4th level or higher and already possess the buckled swash talent to gain this talent.

Rapid Attack (Ex)

By incurring a -2 penalty on all attack rolls, the adventurer can perform a full attack as a standard action or at the end of a charge. A rapid attack cannot deal extra damage via the precise strike talent. The adventurer must be 10th level or higher to gain this talent.

Shared Bravery (Ex)

The adventurer can use her bravery pool to add a bonus to any ability check, attack roll, damage roll or saving throw made by an ally of hers within 30 feet. The adventurer must be 4th level or higher to gain this talent.

Skill Specialization (Ex)

The adventurer chooses a single skill. She must already possess a competence bonus of at least +2 from her training class feature on skills modified by the same ability score as this skill. The adventurer's competence bonus when using the chosen skill increases by an amount equaling 1/2 her class level (minimum 1). This talent can be selected multiple times, affecting a different skill each time.

Skirmish (Ex)

Once per round, a single melee or ranged attack the adventurer makes after having moved at least 10 feet in that same round deals an extra amount of precision damage equal to 1d6 per uneven class level of the adventurer. This extra damage does not stack with that from the precise strike talent. The adventurer must be 4th level or higher to gain this talent.

Slung Gun (Ex)

The adventurer gains Amateur Gunslinger and Gunsmithing as bonus feats. She uses bravery points instead of grit points when utilizing her deeds, but cannot regain bravery points by confirming critical hits or scoring killing blows with a firearm. The adventurer must be 2nd level or higher to gain this talent.

Stalwart (Ex)

If the adventurer is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, she ignores the effect if she makes a successful saving throw. The adventurer must be 10th level or higher to gain this talent.

Stalwart, Improved (Ex)

If the adventurer is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, she ignores the effect if she makes a successful saving throw and suffers the reduced effect if the saving throw fails. The adventurer must be 18th level or higher and already possess the stalwart talent to gain this talent.

Teamwork Mastery (Ex)

The adventurer receives a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. As a standard action, the adventurer can grant this feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the adventurer possesses. Allies do not need to meet the prerequisites of these bonus feats. The adventurer can use this ability once per day plus one additional time per day at 5th level and for every 5 levels thereafter. At 10th and 18th level, this talent can be selected again, garnering the adventurer an additional bonus teamwork feat that can be simultaneously granted to her allies when using this ability.

Total Shielding (Ex)

While using a shield, the adventurer adds her shield bonus to her Reflex saving throws and touch AC. The adventurer must be 8th level or higher to gain this talent.

Tough as Nails

The adventurer gains Endurance and Diehard as bonus feats.

Tower Shield Mastery (Ex)

When the adventurer employs a tower shield in combat, she does not take the standard –2 penalty on attack rolls because of the shield’s encumbrance. The adventurer must be 6th level or higher to gain this talent.

Tower Shield Mastery, Improved (Ex)

As an immediate action, the adventurer can reposition a tower shield to another facing, but she cannot use this ability to interrupt a melee attack. The adventurer must be 12th level or higher and already possess the tower shield mastery talent to gain this talent.

Trap Sense (Ex)

The adventurer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on all saving throws made against traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the adventurer reaches 4th level, to +3 when she reaches 8th level, to +4 when she reaches 12th level, to +5 at 16th, and to +6 at 20th level. Trap sense bonuses gained from multiple classes stack.

Trapfinding (Ex)

The adventurer gains a competence bonus equal to 1/2 her level on Perception skill checks made to locate traps and on all Disable Device checks (minimum +1). She can use Disable Device to disarm magic traps.

Trick Shot (Ex)

The adventurer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. She can perform this action with a ranged weapon against any target within 30 feet, with a –4 penalty to her CMB. These maneuvers use up ammunition as normal. Beginning at 10th level, the adventurer may also choose from the following combat maneuvers: bull rush, grapple, trip. A grapple maneuver cannot be performed with a firearm. A target grappled by a piece of ammunition or a thrown weapon can break free by destroying it or via an Escape Artist or CMB check against the adventurer’s CMD –4. This talent can be selected multiple times, granting the adventurer access to a different trick shot combat maneuver each time. The adventurer must be 2nd level or higher to gain this talent.

Trigger Mastery (Ex)

The adventurer selects one specific type of crossbow or firearm (such as a hand crossbow, musket, pistol or repeating crossbow). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of crossbow or firearm. The adventurer must be 4th level or higher and already possess the slung gun talent to gain this talent.

Two-Weapon Mastery (Ex)

The adventurer's attack penalties for fighting with two weapons are reduced by –1. Alternatively, she may use a one-handed weapon in her off-hand, treating it as if it were a light weapon with the normal light weapon penalties. The adventurer must be 8th level or higher to gain this talent.

Unarmed Mastery

The adventurer gains the Improved Unarmed Strike feat and any single style feat as a bonus feat. The adventurer need not meet all the prerequisites of the style feat she chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the adventurer has that feat.

Uncanny Dodge (Ex)

The adventurer can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An adventurer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If an adventurer already has uncanny dodge from a different class, she automatically gains the improved uncanny dodge talent instead. The adventurer must be 4th level or higher to gain this talent.

Uncanny Dodge, Improved (Ex)

The adventurer can no longer be flanked. This defense denies another creature the ability to sneak attack the adventurer by flanking her, unless the attacker has at least four more rogue levels than the adventurer does class levels. If the adventurer already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank her. The adventurer must be 8th level or higher and already possess the uncanny dodge talent to gain this talent.

Versatile Proficiency (Ex)

After undertaking 8 hours of concerted training with a chosen weapon, the adventurer gains proficiency with that weapon. The adventurer can maintain a number of these versatile proficiencies simultaneously equal to her Intelligence, Wisdom or Charisma modifier, whichever is higher. Gaining new ones in excess of this amount causes her older proficiencies to be lost.

Versatile Proficiency, Improved (Ex)

If the adventurer possesses feats that affect a specific kind of weapon, such as Weapon Focus, she can spend 8 hours of concerted training with a different kind of weapon to change any such feats to apply to the new kind of weapon. The adventurer must be 6th level or higher and already possess the versatile proficiency talent to gain this talent.

Wondrous Backpack (Ex)

The adventurer may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the adventurer may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the adventurer can retrieve no more items until she refills her mysterious supply by spending a few hours and an amount of gold to bring her total up to 100 gp per class level. The adventurer must be 6th level or higher to gain this talent.

Wrangler (Ex)

The adventurer gains DR/— equal to half her class level against nonlethal damage or damage taken while she is grappled.