Dimensional Induction talents: Difference between revisions

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== General talents ==
== General talents ==
* '''Craft Armor Seals (Prerequisite: Trained in Writing and Mechanics) -''' With this feat, the character is able to add an Armor Seal seals to a piece of equipment or armor.
* '''Craft Armor Seals (Prerequisite: Trained in Writing and Mechanics) -''' With this feat, the character is able to add an Armor Seal seals to a piece of equipment or armor.
* '''Craft Sealed Item (Prerequisite: Trained in Writing) -''' You may use the Writing skill to create dimensional inscriptions and explosives without increasing the craft time. You are able to craft [[Sealed Items]] (as per enhancement seals).
* '''Craft Sealed Item (Prerequisite: Trained in Writing) -''' You may use the Writing skill to create dimensional inscriptions and explosives without increasing the craft time. You are able to craft [[Dimensionally-Imbued Items#Sealed Items|Sealed Items]] (as per enhancement seals).
* '''Craft Weapon Seals (Prerequisite: Trained in Writing and Mechanics) -''' You are able to add Weapon Seals to a properly outfitted weapon.
* '''Craft Weapon Seals (Prerequisite: Trained in Writing and Mechanics) -''' You are able to add Weapon Seals to a properly outfitted weapon.
* '''Dimensional Affinity -''' Upon selection of this feat, the character must choose from one of the technique types (Calling, Control, Induction, Sealing, Weaving, Writing) for which he will receive a +2 bonus to his Learn checks. He must also choose another type, which cannot be the same as his "good" type, for which he will suffer a -1 penalty to his Learn checks.
* '''Dimensional Affinity -''' Upon selection of this feat, the character must choose from one of the technique types (Calling, Control, Induction, Sealing, Weaving, Writing) for which he will receive a +2 bonus to his Learn checks. He must also choose another type, which cannot be the same as his "good" type, for which he will suffer a -1 penalty to his Learn checks.
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* '''Retrieval Expert -''' This talent allows you to learn Spacetime techniques without suffering penalty to your Learn checks and taking additional time.
* '''Retrieval Expert -''' This talent allows you to learn Spacetime techniques without suffering penalty to your Learn checks and taking additional time.
** '''Empower Summoning (Prerequisite: Retrieval Expert) -''' Any summoned creatures you call upon by applying this meta-ability use to a technique gains 1d8 hit points, +1 per level of the summon. In addition, the summoned creature gains a +1 bonus to attack and damage rolls. The technique's perform DCs increase by 3. The induction cost increases by 10.  You gain two meta charges when learning this talent.
** '''Empower Summoning (Prerequisite: Retrieval Expert) -''' Any summoned creatures you call upon by applying this meta-ability use to a technique gains 1d8 hit points, +1 per level of the summon. In addition, the summoned creature gains a +1 bonus to attack and damage rolls. The technique's perform DCs increase by 3. The induction cost increases by 10.  You gain two meta charges when learning this talent.
*** '''Summoner (Prerequisite: Blood Pact, Empower Summoning, Retrieval Expert, know the Summoning Arts - Blood Pact technique) -''' When you fight alongside an ally you have summoned via Blood Pact, both you and the summoned ally gain a +2 bonus to attack, weapon damage, and skill checks.  When you take this talent your Induction Pool increases by 13 and your Reserve increases by 28.
*** '''Summoner (Prerequisite: Blood Pact, Empower Summoning, Retrieval Expert, know the Summoning Technique technique) -''' When you fight alongside an ally you have summoned via Blood Pact, both you and the summoned ally gain a +2 bonus to attack, weapon damage, and skill checks.  When you take this talent your Induction Pool increases by 13 and your Reserve increases by 28.
**** '''Extend Summoning (Prerequisite: Summoner)''' - The duration of your summoning techniques increases by 50%.
**** '''Extend Summoning (Prerequisite: Summoner)''' - The duration of your summoning techniques increases by 50%.
**** '''Pride of the Summoner (Prerequisite: Summoner) -''' Once per encounter, you can perform a Spacetime Calling technique with the Summoning descriptor with a perform time no longer than 1 full-round action as an attack action. The perform requirements of the technique are automatically met, and performing the technique does not provoke an attack of opportunity. This ability can only be used once per round. Additionally, this ability can be used to perform a Spacetime Calling technique with the Summoning descriptor as a free action, provided the technique's perform time is no longer than 1 attack action. This cannot be combined with any other ability that allows you to perform a technique as a free action.
**** '''Pride of the Summoner (Prerequisite: Summoner) -''' Once per encounter, you can perform a Spacetime Calling technique with the Summoning descriptor with a perform time no longer than 1 full-round action as an attack action. The perform requirements of the technique are automatically met, and performing the technique does not provoke an attack of opportunity. This ability can only be used once per round. Additionally, this ability can be used to perform a Spacetime Calling technique with the Summoning descriptor as a free action, provided the technique's perform time is no longer than 1 attack action. This cannot be combined with any other ability that allows you to perform a technique as a free action.

Latest revision as of 02:23, 25 August 2021

Meta Charges - Some of these talents grant and use Meta Charges. After taking a Long Rest, you regain a number of expended Meta Charges equal to your Constitution modifier.

General talents

  • Craft Armor Seals (Prerequisite: Trained in Writing and Mechanics) - With this feat, the character is able to add an Armor Seal seals to a piece of equipment or armor.
  • Craft Sealed Item (Prerequisite: Trained in Writing) - You may use the Writing skill to create dimensional inscriptions and explosives without increasing the craft time. You are able to craft Sealed Items (as per enhancement seals).
  • Craft Weapon Seals (Prerequisite: Trained in Writing and Mechanics) - You are able to add Weapon Seals to a properly outfitted weapon.
  • Dimensional Affinity - Upon selection of this feat, the character must choose from one of the technique types (Calling, Control, Induction, Sealing, Weaving, Writing) for which he will receive a +2 bonus to his Learn checks. He must also choose another type, which cannot be the same as his "good" type, for which he will suffer a -1 penalty to his Learn checks.
  • Dimensional Presence (Prerequisite: Induction Pool maximum 50 or higher) - Up to three times per day, as long as the character's induction pool is above 25, he may activate his Dimensional Presence. This ability requires a move-equivalent action to activate and lasts for 1 minute. Any creature, ally or enemy, that comes within 10 feet of the character while his Presence is active is targeted by an immediate attack against their Will defense (attack bonus of 5 plus 1 per 10 points the user’s Induction Pool is above or 50 (or minus 1 per 10 points below 50). If the attack hits, the creature suffers a -2 penalty to attack rolls, defense and skill checks because reality is just too unstable around the user. This effect lasts until the duration expires or the creature leaves the radius of the ability. If the character's induction pool increases sufficiently while the presence is active, so will the attack bonus; furthermore, the attack is made against all targets again.
  • Dimensional Restoration - The character recovers induction pool at a rate equal to double his character level per evening of rest. Additionally, the character can recover induction points during a short rest an extra time per day. Furthermore, you double the rate at which you recover meta charges.
  • Dimensional Weaving - The character gains 3 meta charges.
  • Empower Technique (Prerequisite: at least four meta charges, Induction Pool 40 or higher) - You can expend a meta charge to increase all variable, numeric value of the chosen Sealing, Weaving or Calling technique by 50% (one-half). Attacks, weapon damage and opposed rolls are not affected, nor are techniques without random variables. The technique's perform DC increases by 3. The induction cost increases by 1 per rank. If you apply this ability to a technique, it cannot be enhanced by another meta-ability. You gain two meta charges when you take this talent.
  • Empowered Resilience (Prerequisite: Induction Pool 16 or higher) - You may spend a swift action or reaction and 1 induction point to gain a +4 resistance bonus to your defenses until your next turn. You may do so when it is not your turn, but must declare using the ability before the result of the attack against you is known.
  • Extend Technique - You can expend a meta charge to increase a technique's duration by 50%. A technique with a duration of concentration, instantaneous, or permanent is not affected by this feat. The technique's perform requirements increase by 2. The induction cost increases by 1 every 2 ranks (round up). You gain two meta charges when you choose this talent.
  • Flawless Form - You can expend a meta charge when using a Strike technique to gain a +2 enhancement bonus to attack and damage rolls for 1 round after performing the technique successfully (this does not apply to the Technique itself though). The technique's perform requirements increase by 2, and The induction cost increases by 1. You gain two meta charges when you choose this talent.
  • Grand Master - You gain a +6 bonus to Learn checks made to master a technique of all types. This applies to all steps of mastery.
  • Improved Induction Pool - Your induction pool increases by 3 and induction reserve by 1 by selecting this talent. This ability can be selected multiple times.
  • Protective Technique (Prerequisite: At least one Meta charge, CON 13+) - Applying this meta charge use to a Control or Calling technique used on yourself grants you a +4 deflection bonus to Reflex Defense for 1 round. The technique's DC increases by 2. If you apply this feat to a technique, it cannot be enhanced by another meta ability. You gain two meta charges when you choose this talent.
  • Somatic Proficiency - You are able to perform somatic components with a hand while holding a Small or smaller object in that hand.
  • Successor of the Secret Blade Arts (Prerequisite: at least one meta charge, Induction Pool 30 or higher, BAB +3) - You are able to perform any Secret Blade Arts technique as an attack action instead of a full-attack action.
  • Supercharged Technique (Prerequisite: at least one meta charge) - This ability can only be used with an elemental technique. If you expend a meta charge when using an elemental technique, then half the elemental damage of the appropriate type dealt by the technique is force damage. The technique's DCs increase by 3. The induction cost is increased by 5. If you apply this feat to a technique, it cannot be enhanced by another ability that consumes a meta charge. You gain two meta charges when you learn this talent.

All-Seeing Eye talents

  • Battle-Ready All-Seeing Eye (Prerequisite: All-Seeing Eye sub-specialization) - You may spend 1 meta charge to activate your All-Seeing Eye as a swift action. You gain an additional 2 meta charges when taking this talent.
  • Farseeing Eye (Prerequisite: All-Seeing Eye path choice) - While your All-Seeing Eye is active you suffer no penalties to visual Perception checks within 50 squares. While your Telescope Eye is active you suffer penalties for every 100 squares of range instead of every 50.
  • See The Invisible (Prerequisite: All-Seeing Eye path choice) - Once per encounter, you may spend a swift action to gain a Blindsense (6-square radius) for 1 round while your All-Seeing Eye is active. The blindsense is directly dependent on sight and blindness cancels it.

Calling talents

  • Calling Adept - You gain a +2 bonus to Calling checks and the attack bonus of your Calling techniques is increased by 1. In addition, you may make 1 additional attempt when learning Calling techniques.
    • Elemental Master (Prerequisite: Calling Adept, must know at least 4 Calling techniques of the element you want to specialize into) - Choose one element you wish to specialize in. You may choose from any of your elemental affinities. You gain a +4 bonus to your Calling checks with techniques with the appropriate descriptor. Because of your deficiency with the opposed element, you suffer a -4 penalty to your Calling and Learn checks and perform requirements with techniques of the element his chosen element is weak against (see Elemental Nature for details). You can take this multiple times for different element each time you take it. When you take this talent for the first time your Induction Pool increases by 13 and your Reserve increases by 28.
      • Elemental Fury (Prerequisite: Elemental Master) - Choose one of the elements you have taken Elemental Master for - you may now use that specialized element with greater efficiency. You deal an additional point of damage per die with any Calling technique with the appropriate descriptor. You can take this multiple times, each for a different element.
      • Elemental Surge (Prerequisite: Elemental Master) - Once per encounter, you can perform a Calling technique from one of your chosen elements as a free action, provided the technique's perform time is no longer than 1 full-round action. This enables you to take other actions, even performing a second technique, in the same round. This cannot be combined with any other ability that allows you to perform a technique as a free action.
      • Limitless Fury (Prerequisites: Elemental Master) - You may increase the range of any technique you use to 150% of what it normally is. This does not work on techniques whose range is touch, personal, or melee.
      • Rage of the Elements (Prerequisite: Elemental Master) - You may spend an action point to activate this ability or use it for free once per day. Rage of the Elements allows you to deal increased damage with a technique of one of your specialized elements. With your next elemental technique, you will deal one-half again normal damage. This ability can only be used once every 4 character levels you have per day, and does not stack with the Empower Technique or Heighten Technique meta abilities.
  • Elemental Shaping (Prerequisite: at least one meta charge) - This talent allows you to add the Shapeable (S) component to a cone, line, emanation or burst area effect of a technique with an elemental descriptor. The technique's perform DC increases by 2 and it costs a meta charge. The induction cost increases by 1 every 2 ranks (round up). You gain two meta charges when you take this talent.
  • One-Man Army (Prerequisite: At least one Meta charge, Clone Arts - Possibility Shard (Advanced Proficiency), Clone Arts - Possibility Army) - You may spend 1 meta charge to suffer 1 less damage per clone when performing Clone Arts - Possibility Shard or Clone Arts - Possibility Army to replicate yourself, minimum 1. You gain two meta charges when you select this talent.

Control talents

  • Harmony - You gain a +1 bonus to Control checks and the attack bonuses of your Control techniques increase by 1. In addition, you automatically learn and automatically make the skill checks for the Wall Climbing and and Water Walking techniques.

Dimensional Blade talents

  • Dimensional Edge (Prerequisite: third step mastery of the Dimensional Blade technique) - You can manifest what becomes your signature weapon, the dimensional edge, as a move action. This works in a way similar to the Dimensional Blade technique, but costs no induction points, does not require concentration and does not provoke an attack of opportunity. The dimensional edge lasts until dispelled (as a free action) or until dropped, disarmed or sundered, at which point it dissipates instantly. Though the blade can be broken by dimensionally-enhanced attacks (the dimensional edge's hardness is 10, and has 5 hit points, plus 1 per level), the you can simply create another one as a move action. The dimensional edge is considered a short sword in all ways except visually, and is always sized appropriately to the character that wields it; however it always does 1d6 points of slashing or piercing damage. It edge is always considered a dimensionally-enhanced weapon for the purpose of bypassing damage reduction (meaning it also counts as a magic attack). It can be used to deal non-lethal damage just like a normal weapon, at a -4 penalty. When you choose this ability your Induction Pool increases by 5 and your Reserve increases by 10.
    • Dimensional Edge Specialization (Prerequisite: Dimensional Edge, Weapon Focus (Simple), WIS 13+) - You gain the Weapon Specialization talent with the dimensional edge, granting you a +2 bonus to damage rolls made with the Dimensional Edge.
    • Swift Blade (Prerequisite: Dimensional Edge) - You can use your Dimensional Edge ability as a swift action once per round.
    • Twin Edge Style (Prerequisite: Dimensional Edge, Dual Weapon Mastery I, DEX 15+) - When forming a dimensional edge, you may create an additional dimensional edge to be wielded in the off-hand as a free action. Though the secondary dimensional edge cannot be shaped, it can still be empowered by enhancement seals (see Empower Dimensional Edge ability).

Induction talents

  • Induction Adept - You gain a +2 bonus to Induction checks and the attack bonuses of your Induction techniques are increased by 1. In addition, you may make 1 additional attempt when learning Induction techniques.
    • Exemplar (Prerequisite: Induction Adept, Weapon Focus (any melee weapon)) - You are able declare one attack encounter as a master strike attack. This must be done before damage is rolled. A master strike attack ignores all hardness and damage reduction. The attack must be made with a weapon which the exemplar has the Weapon Focus feat with.
      • High Mastery (Prerequisite: Exemplar) - Choose an ability from the list below. You can choose this ability multiple times.
        • Defensive Stance: When entering a stance, you gain a damage reduction 2/– as long as you remain in the stance. This ability can be selected more than once, each time the damage reduction factor increases by 2. Selecting this ability permanently reduces your hit points by 5 each time.
        • Evasion: You gain the Evasion talent (Scout base class, Survivor tree). You can choose this a second time to gain Improved Evasion (no damage on missed AoE attacks, half damage on successful ones).
        • Insightful Defense: You add your Intelligence modifier as an insight bonus to your Reflex Defense score while wearing no armor.
        • Rampage: After scoring a critical hit, you gain a bonus to attack and weapon damage rolls equal to his exemplar level on your next attack.
        • Storm of Blows: You can make one extra attack in a full-attack action at your base attack bonus. This attack and each other attack made in the round take a -2 penalty. You must be unarmored to use this ability. Once per encounter, you may increase that penalty to -5 to gain 2 extra attacks instead. This ability does not stack with other similar effects. When wielding multiple weapons, this ability is only applied to the primary weapon. This ability can only be used once per round. If the character gains extra actions, the extra actions cannot be empowered by the storm of blows.
      • Last Stand (Prerequisite: Exemplar) - Once per day when taking damage that would reduce you to 0 hit points or lower, this ability activates. You are able to remain conscious and survive any amount of damage, as well as become immune to ability damage, ability drain, daze, death effects, disease, negative level, poison, sleep and stunning effects, as well as any effect that causes the loss of a turn for 1 round. While the ability lasts, your attacks ignore all hardness and damage reduction and do not automatically miss on a natural roll of 1. All induction cost of abilities and techniques are reduced by 50%. At the end of the attacker's next turn, you roll a percentile die and adds your character level. On a roll of 90 or more, you are instantly returned to 1 hit point and stable. On a natural roll of 99 or 100, the ability lasts for an additional round. On a roll of 89 or less, you suffer the consequences of the original damage that triggered this. Percentile dice is rolled each round the ability lasts to determine if it will last a round longer, but the consequences of failure are eliminated after the first success.
    • Sword Savant (Prerequisite: Induction Adept and one of Weaving Adept or Calling Adept) - You can focus for 1 hour and spend 1 point of induction per character level to imbue a single weapon with otherworldly sharpness. The state lasts until it is applied to another weapon or until the chosen weapon is further than 1 square away from you for 24 hours or more. While imbued, the weapon ignores all damage reduction that does not come from a Control ability. If you have the Dual Weapon Mastery I feat, you may apply the benefits of this ability to two weapons. When you choose this ability your Induction Pool increases by 7 and your Reserve increases by 14.
      • Improved Imbued Sword (Prerequisite: Sword Savant) - You gains a +2 bonus to all attack rolls with your imbued weapon.
      • Sealing Sword (Prerequisite: Sword Savant) - The imbued weapon acts as a containment seal while worn by the sword savant. At character level 13, the weapon acts as a minor containment seal. At character level 17th level, it acts as a superior seal. The sealing sword can be recharged once per day.
        • Empower Sealing Sword (Prerequisite: INT 15+, Sealing Sword, BAB +10 or higher) - Your imbued weapon gains a critical threat range bonus +1 while the containment effect of the sealing sword ability is full. This does not stack with other abilities that increase a weapon's critical strike range. The Containment enhancement seal on a weapon does not provide this benefit.
      • Sword Weaving (Prerequisites: Sword Savant) - While holding your imbued weapon, you are able to perform techniques using a single somatic component with a simple wave of your sword. Doing so in a threatened area can still provoke an attack of opportunity. You must choose which type of techniques to apply this ability to: Weaving or Calling.
  • Livewire (Prerequisite: Weapon Focus with battle wires or a similar weapon, third step mastery of Iron Wires - Stance) - You are able to use the Iron Wires - Stance technique as a move-equivalent action rather than a standard action. You never risk taking damage when attacking in the stance and rolling 1 on an attack roll.
    • Wire Tricks (Prerequisite: Livewire) - You can select this ability multiple times. Choose a trick from the list below.
      • Diamond Wire: The damage of your Iron Wire or whatever weapon you used to qualify for Livewire increases by 1 die size.
      • Efficiency: The livewire spends 1 less induction point to enter the Iron Wires stance (minimum 0). This trick can be selected more than once.
      • Improved Critical (any 2 Wire Tricks): Your threatened range when using the battle wire increases by 1 (to 19-20 unless you have some other method of increasing your critical range).
      • Sneak Attack (Prerequisite: Any other Wire Trick): Your sneak attack increases by +1d6. This functions as and stacks with the Sneak Attack talent and can be taken multiple times.
      • Weapon Specialization: This functions as the Weapon Specialization talent but it can only be taken for battle wires or whatever weapon you used to qualify for Livewire). This does not stack with Weapon Specialization and counts as that talent for the purposes of prerequisites.
      • Webspinner: The livewire is able to create a web of wires using 3 or more anchor points forming a 1-square radius circle, square or 2-square equilateral triangle (where each sides measure 2 squares). The web can hold up to 10 kilograms per character level before it falls apart. It can also be broken with a Break check (DC 14+1 per character level). When the web is broken or falls apart, it simply returns to its original form. The livewire must remain within 1 square feet of the web, and can hold it for as long as he concentrates (as though a technique).

Movement talents

  • Blinkstrike (Prerequisites: trained in Stealth, trained in Acrobatics, Dodge, Mobility, Quick Draw, 5th step mastery of Dash Arts - Flicker, know at least one Spacetime technique with the Teleportation descriptor, know at least 5 Induction techniques) - Blinkstrike counts as a stance that you can enter as a free action. It has no maintenance cost and lasts until you assume another Control stance. This stance can only be entered when you are unarmored and carrying no heavier than a light load. While in the Blinkstrike stance, the character gains a +1 dodge bonus to Reflex defense and a bonus to Stealth checks as mentioned above. When dodging, attacking or taking a 1-square shift action, the character appears to vanish for a short period of time, reappearing when they strike or after moving away. There is no blur of movement, no sound or anything that might indicate the character wasn't in this position before disappearing. The character may also spend 2 points of induction as a swift action once per round to gain a bonus to his next attack roll equal to his Blinkstrike bonus halved, rounded up. When you take this ability your Induction Pool increases by 5 and your Reserve increases by 10.
    • Blink Step (Prerequisites: Blinkstrike) - Twice per encounter, while in the Blinkstrike stance, you can take a blink step as a move action. You appear to distort and vanish and teleports up to his land speed. This mode of teleport has no visual or auditory component.
    • Blurstrike (Prerequisite: Quick Draw feat, Blinkstrike, fifth step mastery of Blade Arts - Draw) - The character is able to sheathe and draw his weapon as a free action in the Blinkstrike stance, without provoking an attack of opportunity. The character may spend 1 meta charge to increase his Blinkstrike ability bonus by +2 for 1 round while making a full-attack action. This talent can be used up to three times per encounter. This talent does not stack with the True Blinkstrike ability, and cannot be used in conjunction with it. You gain two meta-charges when you take this talent.
    • Improved Blinkstrike (Prerequisite: Blinkstrike) - The bonus you get from Blinkstrike increases to +3.
      • True Blinkstrike (Prerequisite: Improved Blinkstrike, Quick Draw, Dodge, Mobility, Agile Riposte) - The character is able to use this ability as a free action, it lasts for 1 round. The character turns his Blinkstrike bonus to defense into a bonus to attack and damage rolls equal to half his Blinkstrike level, rounded up. While in the Blinkstrike stance, he may make a full-attack action and still move up to his speed. The character is subject to attacks of opportunity while doing so, but may Acrobatics normally or use the Blink Step ability as part of his move. If he is prevented from completing his move, he is also prevented from finishing his full-attack action. While using this ability, the character must make a minimum 1 square movement between each attacks, including attacks of opportunity, and is unable to return to a square he previously occupied this round.
      • Superior Blinkstrike (Prerequisite: Improved Blinkstrike) - The bonus you get from Blinkstrike increases to +5.
    • Warp Charge (Prerequisite: Blinkstrike) - You are able to charge using his astounding abilities. You appear to blink in and out of space, reappearing at different places for a split-second before vanishing again. You are able to charge without provoking attacks of opportunity for moving in and out of threatened areas, and are also able to turn while charging, avoiding opponents or obstacles in your path and charge over difficult terrain while using this ability. The ability can also be coupled with techniques having a "Charge" range. Once per day, you can designate a warp charge as a powerful charge, and deal +3d6 points of bonus damage on a successful hit, not multiplied on a critical hit.

Sealing talents

  • Advanced Seal Proficiency (Prerequisite: Trained in Sealing) - You can learn Sealing techniques of the Advanced Seal subtype.
  • Sealing Adept - You gain a +2 bonus to Sealing checks and the attack bonus of your Sealing techniques increase by 1. In addition, you may make 1 additional attempt when learning Sealing techniques.

Summoning talents

  • Blood Pact (Prerequisite: Varies with pact target) - Both the prerequisites and benefits of a Blood Pact vary with the target, consult the GM.
  • Retrieval Expert - This talent allows you to learn Spacetime techniques without suffering penalty to your Learn checks and taking additional time.
    • Empower Summoning (Prerequisite: Retrieval Expert) - Any summoned creatures you call upon by applying this meta-ability use to a technique gains 1d8 hit points, +1 per level of the summon. In addition, the summoned creature gains a +1 bonus to attack and damage rolls. The technique's perform DCs increase by 3. The induction cost increases by 10. You gain two meta charges when learning this talent.
      • Summoner (Prerequisite: Blood Pact, Empower Summoning, Retrieval Expert, know the Summoning Technique technique) - When you fight alongside an ally you have summoned via Blood Pact, both you and the summoned ally gain a +2 bonus to attack, weapon damage, and skill checks. When you take this talent your Induction Pool increases by 13 and your Reserve increases by 28.
        • Extend Summoning (Prerequisite: Summoner) - The duration of your summoning techniques increases by 50%.
        • Pride of the Summoner (Prerequisite: Summoner) - Once per encounter, you can perform a Spacetime Calling technique with the Summoning descriptor with a perform time no longer than 1 full-round action as an attack action. The perform requirements of the technique are automatically met, and performing the technique does not provoke an attack of opportunity. This ability can only be used once per round. Additionally, this ability can be used to perform a Spacetime Calling technique with the Summoning descriptor as a free action, provided the technique's perform time is no longer than 1 attack action. This cannot be combined with any other ability that allows you to perform a technique as a free action.
        • Will of the Summoner (Prerequisite: Summoner) - You pays less induction points per level of each creature he summons: a soldier, protector or guardian summoned creature costs 1 point less per level of the summon; a noble or champion summon costs 1.5 point less per level of the summon, rounded down. Regardless of the amount reduced, the cost cannot be lowered by more than half (a level 10 Lizard soldier would cost 8, not 5).

Weakness-Spotting Eye talents

  • Battle-Ready Weakness-Spotting Eye (Prerequisite: Weakness-Spotting Eye sub-specialization) - You may spend 1 meta charge to activate your Weakness-Spotting Eye as a swift action. You gain an additional 2 meta charges when taking this talent.