Martial Deific Talents

Alchemy

Always Prepared
You are immune to poison.

Eyes Of A Murderer
You can study a murder victim for one minute to gain a full and contextual understanding of how they died, why they died, and who killed them. As a move action, you can study a visible creature and learn whether or not they were involved in murderous violence against a specific target you have in mind. If they were, you gain a brief vision of how the event took place.

Hands Full Of Venom (requires Poison package)
As a swift action, you may expend your martial focus and gain the ability to poison a target. The poison may be any you know of and can affect them as fast or as slow as you desire, but if they fail their final saving throw, they will die. Use the normal saving throw(s) for the poison in question.


Athletics

Anywhere I Wish To Be
As a Swift Action, you may move to any spot within 100 feet that you have line of effect to and could normally reach (you can climb a wall, you cannot walk into the sky without a Fly speed, etc.). This movement does not provoke Attacks of Opportunity.

Distance Is Meaningless
As a move action, you can travel to any point you can see, provided the path is not obstructed and there is a target for you to make a melee attack against at the end of your turn. You can move over multiple rounds as long as you attack your target once you reach it. This pursuit can extend into mid-air for an attack, after which you land safely on the ground below (regardless of distance).

Dust Behind You
When you are moving overland, you cannot be caught by pursuers. Your group will always travel faster than pursuers until you halt your movement.

Instant Response
As a free action when Initiative is rolled, you may expend your martial focus to take a full round of actions, regardless of your place in initiative order. If you can act during the surprise round, you still get that action. You are never surprised in the first round of combat when this ability is used.

Know The Surest Route
You always know the safest and easiest route to reach any location that isn't kept hidden. You and your allies may treat travel as food and sleep, allowing you to keep traveling without pause.

Leap Across The World
As a swift action, you may expend your martial focus and leap to any location in sight, with a maximum of ten total miles of movement per hour in this way. You cannot make any other movements (including warping) on the same turn you use this talent.

Like The Wind
As an immediate action, you may expend your Martial Focus. You may only be hit by attacks that roll Natural 20's until the start of your next turn. The GM must make all attack rolls against you in public.

Misty Stride
As a Swift Action, you may expend your Martial Focus to active this ability. Until the end of your turn, you may ignore all solid matter while moving (walls, etc.), but you must end your turn in a space you can physically occupy. If you do not, you are moved to the closest free spot and take 1d6 damage for each 5 feet of movement. You cannot affect the world until this ability ends, but you are also immune to all non-magical effects.

Move In All Directions
You may treat vertical (wall) and overhanging (ceiling) terrain as if they are normal ground. You cannot fall unless you want to. You are not affected by difficult terrain, and you are immune to Bull Rushes and being knocked Prone unless you choose to accept the effects.

Path Of Light
You and those traveling with you can fly or otherwise ignore the terrain you're in, moving at a rate of 100 miles an hour. You can also cross shorter distance through the air, but your flight is not precise and is not accurate enough to use in combat or relatively cramped interior areas.

Rapid Advance
As a Move Action, you may expend your martial focus to instantly move to any location you can see. This is an Extraordinary effect, but you must have line of effect to your destination (i.e. you cannot move through transparent materials).

Speed Of Thought
As an immediate action, you may expend your Martial Focus to take a full round of actions. You may only do this after an opponent has declared an action (such as making an attack or casting a spell).

Swift Travels
You and your allies double your overland speed and may treat any terrain as flat, solid ground (including mountains and seas). None of you are harmed by the natural climate while traveling.

Swiftest Pursuit
As a Move Action, you may move up to twice a target's speed towards them (taking the shortest possible route), with a minimum of 60 feet of movement. You cannot use this ability if a target moved towards you rather than away from you with their most recent movement.

Untouched By The Rain
You gain a +5 untyped bonus to your Armor Class. You cannot be hit by effects unless they are driven by a conscious purpose (such as weather not specifically intended to strike you).

Untroubled By The World
While traveling, you will never be hindered by random encounters or bad weather. Foes with equal to or more Hit Dice than you may make a Will Save (DC 12 + 1/2 BAB + your Practitioner Ability Modifier) to notice you when you pass by.


Barrage

Rain Of Death
As a free action after making a Barrage, you may expend your martial focus to make a second Barrage. You may only use Rain of Death once per round.


Barroom

Bad Drinks
As a standard action, you may change the nature of a visible edible or consumable substance, giving it the properties of a drug of your choice (some drugs are beneficial, others are only harmful). The users will not overdose on the drug, regardless of concentration, unless you allow it. Targets that would suffer a harmful effect may make a Fortitude save (DC 10 + 1/2 BAB + Practitioner Ability Modifier) to resist. This is a poison effect even if the drug itself is not normally treated as poison, so creatures immune to poison are immune to this ability. As part of changing the nature of a food, you may expend your martial focus to limit its effects to specific people or a clearly defined group of targets (such as all creatures of a specific class, race, or gender). This limit lasts until you regain your martial focus, but once the consumable is ingested, the effect is fixed and can no longer be changed.

Feeling Pretty Good
You gain immunity to mind-affecting powers and abilities that would read your mind, thoughts, or emotions. You are immediately aware if you are targeted by such a power, and as a free action when you notice this, you may expend your martial focus to gain the drunk status. You are never affected by the negative effects of alcohol unless you want to be.

Influence Of The Chemicals
As a standard action, you may expend your martial focus and target a visible creature. That creature is overwhelmed by an emotion of your choice, as any of the Emotions of the Eliciter. You can limit the effects of this to a particular person or idea, even if the target would normally be limited to you (such as focusing the Obsession power of the Love emotion onto a woodworking hobby), as long such an emotion is one that a creature could normally feel. Targets with equal to or more hit dice than you get a Will Save (DC 10 + 1/2 BAB + Practitioner Ability Modifier) to negate this effect.

It's Legal
Drugs, poisons, and other illicit substances are never considered illegal, immoral, or otherwise forbidden while you are carrying or using them. (This effect still applies if you're storing them - for example, in a trunk in your inn room.) Up to one ally per 2 BAB may also benefit from this effect, at your discretion. Even if agents of the law are directly confronted, they will believe that it's okay for you to have and use them, regardless of damage to people or property. Targets with equal to or more hit dice than you may make a Will Save (DC 14 + 1/2 BAB + Practitioner Ability Modifier) to see through this confusion.

Pass The Drink Around
As a standard action, you may expend your martial focus to grant one or more allies (including yourself) the drunk status. They gain access to all talents with the (drunk) tag that you have.

Seeing Stuff
As a standard action, you may control all hallucinations occurring within 300 feet. These are usually caused by drugs, insanities, or magical abilities. The hallucinations become real - someone picturing a stair can walk into the sky, while someone seeing a knife can cut things with it. Targets affected by harmful hallucinations may make a Fortitude Save (DC 10 + 1/2 BAB + Practitioner Ability Modifier) to negate the effect. Illusions created by magic are not considered hallucinations.

The Call Of The Craving
As a move action, you may inspect an area to visibly see all addictions on all creatures within sight. These are usually drugs, but sometimes people develop strange addictions, such as using particular spells or consorting with succubi. As a standard action, you may expend your martial focus to give an addiction to one target you can see. Foes with equal to or more hit dice than you may make a Fortitude Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to negate this effect. The GM chooses which addiction rules to use. When giving someone an addiction, you may choose to make it physically harmless to them, allowing them to overindulge as long as the addiction lasts. You may end any addiction(s) you've given with this power as a standard action.

The Deal Is Made
You may expend your martial focus to sanctify a deal made for drugs. The target (typically one person, but occasionally up to a small group) may not be magically coerced into making the bargain, but they can be threatened or otherwise presented with unpleasant consequences for their actions. As long as your martial focus remains expended, the target must comply with their side of the agreement, though you are not bound the same way. If the target intentionally violates their end of the agreement, you are immediately aware of it, and the target gets no saves against your abilities for a year and a day unless you allow them to. Targets with equal to or more hit dice than you may make a Will Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to avoid this magical coercion.


Beastmastery

Bloody Claws
You gain two claws that deal a base 1d10 damage and count as magical weapons. Against Animals and Magical Beasts, these claws always target Touch AC. You cannot gain these claws on any limbs that already have natural weapons.

Burrows And Wings
You gain a Burrow speed and a Fly speed (with Perfect maneuverability) equal to your land speed. If you already have a permanent Burrow or Fly speed, these speeds increase by 30 feet. When you burrow, you leave a passage behind you, up to four feet wide.

Call The Swarm
As a standard action, you may expend your martial focus to conjure one swarm with a CR up to 1/4 your BAB (minimum 1 CR) for every three BAB, rounded up. These swarms remain and obey your commands until destroyed or you regain your martial focus.

Conquer The Beast
When you bring a target to 0 HP, you may stop short of killing them. Instead, they immediately revive at 1 Hit Dice (losing benefits of their other hit dice, including any class levels beyond their first) and are thereafter treated as an animal for the purpose of Deific Talents from the Beastmastery sphere.

Detect Animals
As a move action, you may learn the locations of all animals and magical beasts within one mile. You may summon any or all of them to your side. Creatures with an intelligence of 2 or less will always come, while creatures with an intelligence of 3 or more may refuse the summons.

Eyes Of The Hawk (requires Great Senses talent)
As a move action, you may expend your martial focus to gain incredible visual acuity until the start of your next turn, allowing you to see perfectly in any light level (except supernaturally dark), and picking up the smallest visual details of anything you can see that's closer than the horizon. You automatically succeed on Perception checks against non-magical stealth, and all mundanely-hidden items or features are obvious to you.

Feline Senses
You can see in darkness of any kind, including supernatural darkness. You can hear any noise within a hundred yards without needing to make a Perception check. You have the Scent ability (to 60 feet).

Flesh Of The Swarm
As a swift action, you may expend your martial focus to collapse your body into a swarm of insects of your choice filling up to a 10 foot cube, with flying insects granting a fly speed equal to your normal land speed. You gain a swarm attack, dealing damage as normal for a swarm with your hit dice, but cannot make other attacks. You also gain the other traits of the swarm subtype (including, most notably, immunity to damage that targets a specific number of creatures). You remain in this form until you regain your martial focus.

Form Of The Wilds
As a standard action, you may transform into any type of animal or vermin you have seen. This is a polymorph effect and lasts until you choose to revert to your normal form.

Friend To Animals
Non-magical animals will never attack you unless they are provoked or driven by unusual pain or fears. You may speak with animals at will (as the spell).

Howl To The Pack
You may communicate with any animal you know that's within one mile of you. With their permission, you may borrow their senses for a number of minutes equal to your BAB. If the animal has spent at least one week in your presence, you may communicate with them across any distance (even across planar boundaries).

Link To The Pack
You gain an animal companion (as the Druid ability, treating your Character Level as your effective Druid level). All of your animal companion's attacks are considered magical. This companion vanishes if it dies, but you may summon it back by focusing for one hour.

Lord Of The Flock
As a standard action, you may expend your martial focus to communicate telepathically with a single avian (mundane or magical) you have seen before for up to 1 minute per BAB, seeing out of their eyes and hearing what they hear, regardless of distance or what plane they are on. Avians with equal to or more Hit Dice than you may make a Will Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to negate this effect.

Lord Of The Wilderness
Animals and Vermin obey you on instinct, understanding and carrying out commands as if they had an Intelligence of 10 (or their natural Intelligence if it's higher than 10). Magical Beasts get a Will Saving Throw (DC 14 + 1/2 your BAB + your Practitioner Ability Modifier or Charisma Modifier, whichever is higher) to resist - if they succeed they cannot be targeted by this ability again in the future. Magical Beasts cannot be ordered to do things that are directly harmful to them or that are completely against their nature.

Mantle Of Feathers
As a standard action, you may take the form of any avian no smaller than a hummingbird and no larger than the largest mundane bird in your current realm, otherwise acting as the Shapeshift ability of the Alteration sphere. This transformation lasts for as long as you desire, and you may revert as a move action. By expending your martial focus, you may impose this same transformation on any creature you can see. If such a target has equal to or more Hit Dice than you, a Fortitude Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) negates. The transformation remains until you release them (a standard action) or the effect is dispelled (treat as a magical effect with a caster level equal to your BAB at the time of casting).

Millions Of Mandibles
As a standard action, you may summon countless insects to attack foes of your choice in up to a 10-foot cube. Creatures take 1d8 magical piercing, slashing, and bludgeoning damage per BAB. Creatures with 5 HD or fewer are instantly killed. Normal plants and lighter wooden structures are also destroyed, while particularly thick or sturdy wooden structures are badly damaged. You may only use this ability once per round.

Plunge Of The Raptor
As a move action, you may expend your martial focus and choose a visible target within one mile. You immediately move next to the target, as long as their is no barrier that cannot be flown around. This is physical movement, not teleportation, but you do not provoke attacks of opportunity during this movement. Until the next time you regain your martial focus, you may use your move action to bolt next to your chosen target as long as they are within one mile and you can move around any obstacles.

Prince Of The Skies
Any flying or airborne creature is subject to your wrath. Your first attack against such a creature each round, when accurate, hits for maximum damage. If an effect allows for a saving throw, such a flying or airborne target takes a -2 penalty to their save.

Will Of The Wilds
As an immediate action when targeted by a mind-affecting effect, you may expend Martial Focus to gain immunity to all mind-affecting effects until the start of your next turn.


Berserker

Loosen The Teeth Of The Gods
While you are berserking, you may make an unarmed strike as an attack action targeting the foe's Touch AC. If this hits, you reduce the foe's hit dice by a number equal to your Strength Modifier (Fort halves, DC 12 + 1/2 BAB + Practitioner Ability Modifier). This damage only reduces the creature's current and maximum HP by an amount equal to the average roll of that dice + 1 + their Constitution Modifier (and any other per-die bonuses, such as other stats that contribute to HP) per hit dice - it does not impact their level or any other abilities (though it will make them far more vulnerable to many other Deific Talents, many of which have varying effects based on the target's hit dice). Any creature struck by this attack is battered. These hit dice are regained at a rate of 1 dice for every 8 hours of rest. Effects that heal ability drain also heal these lost hit dice for an equal amount.


Boxing

Mantle Of The Foe
As an immediate action you may take after you or an ally suffers hit point damage, you may expend your martial focus to negate an active ability the enemy is using (treat this as dispelling their ability). You cannot negate passive or permanent abilities (such as flight granted by physical wings).

Raging Counter
As a swift action, you may expend your martial focus. Until you regain your martial focus, whenever you are suffer damage from an attack, you may make a counterattack after the damage is done. Treat this strike as a counter punch for the purpose of applying talents and other benefits to it.

Thunder Strike
As an immediate action, you may expend your martial focus to make an unarmed strike. Treat this strike as a counter punch for the purpose of applying talents and other benefits to it.

Wrathful Vengeance
As a swift action, you may expend your martial focus and target a creature that inflicted hit point damage or targeted you with a hostile power in the current encounter. Until you regain your martial focus, your attacks against that target always strike it and you roll your damage dice twice (taking the best result).


Brute

Carry The Weight Of The World
Your carrying capacity is multiplied by two, and you can lift and carry items as long as you can pick them up. This power holds the items together, even if their structure means they would normally break from being carried in this way. You will not sink into the ground or break the floor beneath you from the weight, but objects carried with this ability are too unwieldy to use as weapons and you cannot attack foes with them. You can, however, throw them with Falling Mountain. You do not threaten any spaces while carrying an object with this talent.

Falling Mountain
You may throw any object you can lift to any point you can see. If you are making an attack, you must make a ranged attack, and the item thrown deals 1d10 points of bludgeoning damage to your target for each point of BAB you have. The object takes the same amount of damage. You may choose to do less than the maximum dice of damage, though you cannot go below half of the normal dice (rounded down).

Hammer Your Foes
Each weapon, natural attack, or unarmed attack you use rolls at least a 1d10 damage die (or higher, if they normally would). All of your attacks are treated as magical, regardless of whether or not they're enchanted. Your attacks bypass all Hardness.

Iron Fists
Your unarmed strikes and one-handed weapon strikes begin at 1d10 damage and gain improved damage when they would normally do so, following the normal scale for increased damage dice sizes. Your two-handed weapon strikes begin at 1d12 damage. All of your attacks count as magical.

Meteor Punch
As a full-round action, you may smash any non-magical object of ten feet or less in diameter. If the object is larger than ten feet, a ten-foot hole (in height, width, and depth) is punched into it. If the item is magical, you must expend your martial focus and it receives a saving throw (Fortitude negates, DC 10 + 1/2 your BAB + your Practitioner Ability Modifier). Objects that are mobile or being carried and moved around cannot be hit by this because of the obvious tell for your attack.

Strength Of The Mountain
When you make a Strength ability check (not a strength-based attack roll - an ability check), you may expend your Martial Focus to treat the result as a Natural 20 instead of rolling. While using this effect, your carrying and lifting capacity is treated as if your Strength is 6 higher than normal.

Strong Enough
You automatically win in any opposed Strength check or grapple check.

Surge Of Power
As a swift action, you may expend your martial focus to maximize any one damage roll modified by strength, including rolls made by your allies.


Duelist

Heavenly Defense
When you are targeted by an attack and have a weapon in hand, you may expend your martial focus to negate that attack. You must decide whether to use this ability after the attack roll is made but before any damage is rolled. If used against an area-of-effect attack, your square and any squares behind you, opposite the source of the ability, are unaffected by that attack. This defense places great strain on weapons. Non-magical weapons immediately break after they are used for a Heavenly Defense, while magical weapons can be safely used a number of times equal to their total enhancement bonus before breaking. (For example, a +1 weapon can be safely used one time, but after the second time, it will become broken.) The stress on a magical weapon can be reduced by 1 point for every two hours spent caring for the weapon (or 1 hour caring for it at a forge or other location appropriate for making/repairing weapons of its type), allowing it to continue being used for a Heavenly Defense.

Hungry Blade
You may expend your martial focus when making an attack with a weapon (including natural weapons) to roll twice and combine the results. If either roll would threaten a critical, roll for confirmation as normal. If either roll is a Natural 1, the attack misses. If you would both threaten a critical (even if you don't roll a 20) and miss from a Natural 1, you do not threaten a critical but do not automatically miss.

Thirsty Strike
Your melee attacks with weapons (manufacturer or natural) and unarmed strikes always hit targets with fewer Hit Dice than you. This ability does not work on other effects that involve hitting a foe.

Wind Of Iron
When making an attack as an attack action, you may make an additional number of attacks equal to the number you could make during a full attack action. These extra strikes do not count as attack actions (and cannot benefit from most effects in Spheres of Might).


Fencing

Flawless Strike
As a free action when making a melee attack, you may expend your martial focus. Your attack hits on anything except a Natural 1 and deals maximum damage.

Raptor Strike
Increase the range of all of your melee weapons by their normal reach (so a 5-foot range becomes 10 feet, a 10-foot range becomes 20 feet, etc).


Gladiator

Boast Of Victory
As a boast, you may inspire your allies to victory. All of your allies (including you) gain immunity to HP damage and effects that allow saving throws until the start of your next turn.

Chorus Like Thunder
Your voice and your music penetrate all non-magical barriers and can be audible for up to ten miles per BAB (although it's not necessarily louder). You may pitch your shouts and music in such a way that only particular individuals or groups can hear them, and can hear any replies as long as people sing them. Allies and enemies within the range of this chorus sound are considered to be within range for the effects of your boasts and demoralizations (though some talents have other requirements for use, and this does not remove those).

Command Attention
When you make a boast, each creature who can hear it that has equal to or fewer hit dice than you is compelled to remain in your presence for one minute per BAB you possess.

Demoralized Crowd
As an immediate action, you may demoralize creatures when someone else is attempting to command them. Make an Intimidate check against all targets who can hear you - if successful, your threatening presence dissuades them from obeying orders.

Elegant Sidestep
As an immediate action, you may expend your martial focus to negate a single physical attack against you that could theoretically be dodged. If it is an area-of-effect attack (such as a massive thrown boulder), you deftly reposition yourself to the closest safe square outside its effect.

Firewalker
As a swift action, you may expend your martial focus and indicate some natural or environmental hazard, such as a raging storm, furious blaze, or collapsing building. You and your companions move in harmony with the world around you and are impervious to that hazard until you regain your martial focus, avoiding any damage and treating difficult terrain from that hazard as normal terrain (though this does not allow you to cross deadly surfaces like lava).

Free Spirit
You are permanently under the effects of the Freedom talent of the Fate sphere. This is an extraordinary effect and cannot be counterspelled, dispelled, or blocked by an Antimagic Field. As a move action, you may expend your martial focus to pass through solid objects or physical barriers, though you must end your turn in a space you could normally occupy. Any companions who follow you on their next turn can take the same route as you (though they, too, must end their turn in a space they could normally occupy).

Frightening Performance
You may use your Intimidate bonus when making a Perform check.

Impactful Performance
As a swift action, you may expend your martial focus to convey an idea or emotion of your choice to everyone watching you until the next time you regain your martial focus. Creatures with fewer hit dice than you will invariably believe this and act on it to the limit of their natural characters. Creatures with equal to or more hit dice than you get a Will Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to negate the effect.

Light As A Feather
As a swift action, you may expend your martial focus to safely traverse terrain until you regain your martial focus. You may cross any surface at your full speed, whether it's liquid, vertical, or otherwise unable to bear your weight normally. While moving in this way, your movement does not trip wards or traps that rely on pressure to function.

Master Of Sound
As an immediate action, you may expend your martial focus to gain control of all sound within your line of sight until you regain your martial focus. You may create or alter any sound in this area, including redirecting sonic attacks, effects that rely on sound, or faking voices and words. As a move action, you may concentrate to clearly hear and understand all speech within the affected area, even in languages you can't normally understand. While this ability is active, you and your companions always succeed on sound-based stealth and listening checks.

Performance Battle
As a swift action, you may expend your martial focus to turn your dance, song, or music into a deadly weapon. As an attack action, you can make a ranged touch attack dealing 1d8 untyped damage per BAB (Will halves, DC 10 + 1/2 BAB + Practitioner Ability Modifier). Mindless creatures and creatures immune to emotion effects are immune to this damage. If a creature would be killed by this damage, you may instead choose to force it to flee or dominate it (as the Mind Control option of the Mind sphere; see Advanced Talents) until you regain your martial focus. Dominated creatures are brought to 1 HP when dominated and are suicidally obedient. You may only deal damage with this ability once per round.

Rhythm Of The World
You are extraordinarily graceful, and gain a +6 Circumstance Bonus to AC. You are immune to all falling damage and cannot be tripped, knocked prone, or moved from your chosen position by force (unless you will it).

Shake The Walls
As a standard action, you may expend your martial focus to create a ruinously destructive vibration that destroys solid buildings and structures up to 100 feet per BAB away, sparing only those reinforces with magic. Enemy creatures caught within this range suffer 1d10 bludgeoning damage per BAB. Your allies and targets exempted by you never suffer harm from collapsing structures.

Shout The Walls Down
As a standard action, you may expend your martial focus and turn your voice into a wave of destruction. All glass, stone, wood, and metal constructions larger than a suit of armor are blown apart in a cone up to 30 feet long per BAB. Enemies within this area suffer 1d8 points of bludgeoning damage per BAB (Reflex halves, DC 12 + 1/2 BAB + Practitioner Ability Modifier). You may narrow the effect (shortening it to a minimum of five feet long and five feet wide), and may spare creatures or objects within the targeted zone from damage.

Silent Performance
As an immediate action, you may expend your martial focus and gain immunity to sonic damage and effects that rely on sound until you regain your martial focus.

Walk The Roughest Path
As a standard action, you may expend your martial focus and target a number of creatures up to your Practitioner Ability Modifier. A Will Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) negates this effect. Until you regain your martial focus, the targets become unable to move in graceful or controlled ways and lose their normal move action (though they may still trade their standard action for a move action).


Guardian

Beacon Of Life
All allies within 300 feet of you, including yourself, are immune to fatigue and exhaustion, and do not need to rest, eat, drink, or breathe. If your allies need to rest to regain use of their abilities, they instead regain them once every 24 hours (at a time agreed on by the GM; the time must be the same each day).

Defiance
As an immediate action, you may expend your martial focus to negate one attack or effect dealing bludgeoning, piercing, and/or slashing damage, as well as any additional effects from that attack (such as elemental damage from special properties on a weapon). If the effect deals ongoing damage (such as being crushed under rocks and taking damage each round), this only negates one round of damage from that effect.

Enduring The Impossible
You gain Fast Healing 1 for every four points of BAB you have.

Eternal Warrior
While you can die, you cannot remain dead. You revive with 1 HP after one hour, regardless of how you died. If your body was destroyed or cut into pieces, you regenerate from the largest piece (or, if there are no pieces, in the closest safe spot to where you died).

Face The World
You are unaffected by environmental hazards (such as intense heat, cold, or lack of air). This does not apply to effects specifically directed against you, such as most uses of the Weather sphere.

Fear Nothing
You gain DR/- equal to your BAB. You are immune to all non-magical weapon attacks.

Harder Than Adamantine
As an immediate action, you may expend your martial focus to gain immunity to one physical peril or special attack. This immunity lasts until the next time you regain your martial focus. You cannot gain immunity to particular weapons or spells, but you can gain immunity to things like the breath attack of a dragon, gaze attacks, or the lava from an erupting volcano.

Resist The Elements
Each time you gain this Deific Talent, you gain Immunity to Acid, Cold, Electricity, or Fire damage. Choose a different type of damage each time you gain this ability.

Stop The Rain
As an immediate action, you may expend your Martial Focus to reduce the damage of all projectiles that hit you to 1 point of damage until the start of your next turn. This only applies to actual weapons (such as arrows, bullets, spears, and thrown boulders), not to spells or magical effects that are not directly attached to projectiles.

Unbroken Warrior
Once per day, as an immediate action, you become immune to a single source of damage for the rest of the day. For the purpose of this effect, all attacks of the same kind (such as arrows or the Fireball spell) are treated as the same source of damage.

Warden Of The Walls
As a standard action, you may expend your martial focus and ban one or more targets from entering a structure you currently occupy or a region up to 100 feet in diameter per BAB. You may choose either individuals or creature types or subtypes (such as your archenemy Vill the Villainous or all devils), but this power cannot discern thoughts or motivations. Creatures with fewer hit dice than you are physically unable to enter the warded areas, while those with equal to or more hit dice than you may make a Fortitude Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to force their way inside. You immediately know when they are successful. The warding lasts until you regain your martial focus or leave the warded area.


Open Hand

Perfected Efficiency
You gain an additional martial focus, gained and expended separately from the others. You may not use this martial focus for Deific talents.

Shattering Strike
As a swift action, you may expend your martial focus. Until the next time you regain martial focus, your damage with unarmed strikes is always treated as if you rolled the maximum possible amount. As a full-round action, you may destroy up to a five-foot cube of earth, stone, wood, or similar materials, smashing them with a single blow. Magical substances cannot be broken this way.


Scoundrel

Case The Target
As a full-round action, you may expend your martial focus examine a structure or location to gain an intuitive sense of any treasures or objects inside that are relevant to your desires. You also learn the most practical way to reach those treasures and gain an awareness of any guards, traps, or defenses along the way. You cannot regain the martial focus you spent until you make an honest effort to steal at least one of the items inside, if any such things exist. If they do not, you immediately regain your martial focus.

Concealed Attack
When making an attack, you may expend your martial to target your foe's Flat-Footed AC. The foe is denied their Dexterity Bonus to AC against this attack for all purposes (such as Sneak Attacks).

Hidden Up Your Sleeves
As an immediate action, you can conceal a held or touched object up to a 20-foot cube (as the Extradimensional Storage talent of the Warp sphere). You can bring this item back out as a standard action, and they automatically appear if you die. Objects are held in stasis while hidden, and time does not pass for them. Creatures may also be concealed this way, but must be willing. You may hide up to one object per BAB.

Honor Between Thieves
You cannot be robbed. Any possessions you carry simply cannot be stolen, and anything not on your body can only be taken through Deific Talents. Protected items can still be destroyed. Any attempt to swindle or cheat you out of your possessions is immediately obvious to you.

Know The Treasures
When you want to steal something (such as a valuable treasure, a magical item, or even a soul from someone deceased), you gain a general sense of its location and how best to reach the structure or location where it is being held. This sense extends across planar boundaries, but is limited to objects or people that are being held or guarded - it does not work on items that are merely lost. If you wish to steal a type of thing, rather than a specific item, this power directs you to the closest valid target.

Pass Unseen
As a swift action, you may expend your martial focus and activate this ability. While it's activated, you can teleport up to 100 feet as a move action as long as nobody is looking at your current location or your destination. This teleportation can pass through physical and magical barriers, but not barriers created by Deific Talents. If the place you are attempting to teleport to is solid, you instead teleport to the closest safe space you can occupy and take 1d6 untyped damage for every 5 feet you were forced to move.

Possession Is Nine Tenths Of The Law
You may expend your martial focus to have others treat everything you are carrying as rightfully yours, however implausible, even if you later store or set the object aside. Rightful owners of stolen goods get a Will Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to resist this influence if they have equal to or more hit dice than you, but even if they succeed, the local criminal justice system will not consider the items stolen. This effect lasts until you regain your martial focus.

Prowling Power
You can move along sheer surfaces and overhangs as if they are flat ground. You gain a +5 circumstance bonus to all stealth checks. Creatures with fewer hit dice than you cannot make Perception checks to notice you while you are stealthing.

Sense Treasure
As a move action, you may intuitively sense the location of any metals, gemstone, water, or other notable materials beneath the earth in a radius of 100 feet per BAB. You may create up to 1000 x BAB your level in gold, gems, and other valuables each day. Non-precious substances are limited to a 10-foot cube of material each day.

Silent Strike
When making an attack, you may expend your martial focus to silence the target of your attack. This is a supernatural ability and renders them completely silent for one round - they cannot talk, yell, or even make noise by hitting other items. Creatures with equal to or more hit dice than you get a Fortitude Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to negate this effect.

Steal The Crown
As a standard action, you may expend your martial focus and target a visible creature. You may steal one ability from them (such as spellcasting or spherecasting, a class ability, or proficiency with a type of equipment). Creatures with equal to or more Hit Dice than you get a Fortitude Save (DC 10 + 1/2 BAB + Practitioner Ability Modifier) to resist. If you do not know what power you're stealing, the GM rolls and picks randomly. The target cannot use the ability until you return it. You may use the ability once - after that, it is automatically returned. This effect also ends when you regain your martial focus, whether or not you used the ability you stole.

Steal The Past
As a standard action, you may target a creature and expend your martial focus to steal a memory or an object. If you steal an object, creatures with fewer hit dice than you will not notice the item has been stolen until they attempt to use it. Creatures with equal to or more hit dice than you will notice the theft if it's obvious. If you steal a memory, you must specify a specific memory to steal, which can be no longer than one day in total. Creatures with equal to or more hit dice than you get a Will Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to resist this effect. You cannot perceive the contents of a stolen memory, but it remains lost to the target until you regain your martial focus.


Scout

Blessing Of The Deep Lands
You are immune to fire and acid damage, including from environmental sources. You may expend your martial focus to grant yourself and your allies disregard for air and sustenance until you regain your martial focus.

Bore Beneath
You gain a Burrow speed of 30 feet, but this movement only allows you to pass through unworked stone or earth. You may leave behind a self-supporting tunnel slightly larger than you are. As an immediate action, you may withdraw your support of any such tunnel(s) you've made and allow the natural environment to collapse it. If you collapse the ground under a building, it may be destroyed (based on the GM's determination).

Hidden Steps
While stealthing, you cannot be detected by creatures with fewer HD than you as long as you stay out of their immediate presence and do not draw attention to yourself. Creatures with equal to or more HD than you may make a Will Save (DC 14 + 1/2 your BAB + your Practitioner Ability Modifier). If successful, they can still make a Perception check to try and notice you.

Keeper Of What's Beneath
As a move action, you may expend your martial focus and indicate a person, object, or type of object you are capable of carrying. If such an object is below ground level within half a mile per BAB, you may draw it forth from the ground, even if it's guarded or hidden. As a different move action, you may transport yourself and your companions to a chosen subterranean location. This talent cannot move you and your companions more than ten miles in an hour.

Open A Path
As a standard action, you may expend your martial focus to create a hole in a type of security you know of. This could result in a guard leaving their post, a hole appearing in a magical barrier, or a fence breaking. The hole is always large enough to allow you and your allies a clear path of entry (although it may not allow you any further into a well-built facility). This hole in security lasts until you regain your martial focus.

Trustworthy
As a standard action, you may expend your martial focus and choose a particular social or professional role, or the identity of a creature you know with fewer hit dice than you. Creatures with fewer hit dice than you believe automatically believe you belong to the role or are the person you're disguised as, despite any evidence to the contrary. Creatures with equal to or more hit dice than you get a Will Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to see through your disguise if you draw attention to yourself. The disguise lasts until you regain your martial focus.


Shield

Hold Back The Rain
As an immediate action, you may expend your martial focus and negate a harmful magical or supernatural power targeted at you or the space you occupy (area of effect attacks like lines and cones count as targeting your space). Treat this as a successful Counterspell (see Counterspell Feats), except that do not need to roll a magic skill check (or, indeed, be able to use magic at all) to succeed. This power cannot banish a non-harmful effect.

Vigilant Defender
As a swift action while wielding a shield, you may expend your martial focus and declare guardianship over up to a dozen allies in the general vicinity. Some or all of damage those allies would take may be transferred to you. If they fail a saving throw, you may reroll them with your own numbers. On a success, the target is unaffected, while on a failure, the effect applies to the original target. This guardianship lasts until you regain your martial focus.


Sniper

Ignore The Wind
You no longer suffer penalties to your ranged attacks caused by things like distance increments, the use of various abilities and feats (such as Deadly Aim), or weather conditions that would normally impose penalties or even make it impossible to strike foes. You still gain the benefits of abilities you are using. However, this does not protect against penalties from things like damaged or drained ability scores.

Imbue With Power
You can imbue your ammunition with special power. When you make a Deadly Shot, you may expend your martial focus to imbue your attack with acid, cold, electricity, or fire. Your Deadly Shot deals an additional 1d8 damage of that element per BAB you have.

Perfect Aim
You always hit targets with your Deadly Shot when they are unaware of your presence. (Enemies are aware of your presence if you have already attacked someone in battle. They do not become unaware of you if you turn invisible, stealth, or otherwise try to disguise your location.) You still need to roll the attack - it is possible to strike for a Critical Hit, but you do not miss if the roll is otherwise too low to hit them.

Phantom Arrows
You no longer need ammunition to fire ranged weapons (except massive weapons). When making attacks without ammunition, the ammunition automatically appears in the weapon at whatever speed you can normally reload it, taking whatever appearance you desire that is appropriate for what it is. (For example, arrows must have an arrow-like shape and cannot look like boulders.)

Seeking Arrows
As a move action, you may designate a creature you can see as your target. Deadly Shots against this target always target Touch AC.

Storm Of Arrows
Your skill with ranged weapons is, quite frankly, ridiculous. When making a Deadly Shot, you may expend your martial focus to attack an additional number of targets equal to 1/2 your BAB (minimum 1, rounded up) using the same attack roll. These targets must be within range, and you must have enough ammunition to attack each of them.

Ultimate Sniper
You always hit foes that have 1/2 your Hit Dice or less when using your Deadly Shot.

Unlimited Range
Your ranged weapons have no maximum range increment when you're using Deadly Shot, but you must still be able to see them to target them.

Ward Against Arrows
When you are targeted by a ranged attack, you may make an attack roll at your highest Base Attack Bonus. If your result is higher, you may redirect the attack to another target that the original attack has line of effect to.


Trap

Master Of Locks
You can defeat any mundane seal, binding, trap, lock, or tie without needing to roll. You may expend your Martial Focus to attempt to disable any magical versions, including mental ties, gaining a +8 bonus to your attempt. You may do this even if the binding would otherwise render you helpless and unable to make the attempt.


Warleader

Courage Of The Masses
You inspire and sustain the citizens of a city you occupy. Every normal citizen gains +1 Hit Dice, a bonus to attack rolls equal to 1/2 your BAB, and immunity to fear when facing threats to the city as a whole. You may exclude specific groups or hostile locals from these benefits.

Creator Of The City
As a standard action, you may summon forth permanent buildings and civil engineering in a style appropriate to any city you have visited. Each use of this creates structures within one 100-foot cube per BAB of the user. The creations rise and form over the course of one hour. Any construction appropriate to a city may be created, even if the local environment lacks the necessary materials. Buildings are equipped with mundane furnishings and objects appropriate to their function. You may not have more than one instance of this ability active at any one time. You may destroy buildings and civil engineering you created with this ability at the same range and speed as you can create them.

Curse The City
You may curse a city or a specific structure within it. If you target a specific building, it will collapse, inflicting 1d10 bludgeoning damage per BAB on all creatures inside. Up to an entire palace can be collapsed in a single curse as long as it is one building. If the curse is directed at a city, the city itself becomes unable to function - citizens begin to fight each other and the city will be abandoned within a month unless you relent and cancel the curse or the effect is dispelled.

Escort Of The General
As a move action, you may expend your martial focus to summon a small group of soldiers who are suicidally loyal to you, up to one soldier for every three points of BAB. The GM determines the exact strength of these soldiers, but they always have fewer hit dice than you. These soldiers remain in existence until you regain your martial focus. The soldiers may or may not have individual identities, but the same individuals (if any) can be resummoned the next time you use this ability. Any soldiers slain cannot be resummoned for 24 hours.

Hour Of Need
As a standard action, you may expend your martial focus to send a message up to a week back in time, summoning up to a dozen allies to arrive in the current round if they were willing to come. The power of this ability shields effects of causality from disrupting reality.

Insight Of The Strategist
As a move action, you may target a visible group of armed creatures (up to the size of an army). You immediately become as aware of their goals and intended tactics as the best-informed leader among them.

Invincible General
All NPC soldiers serving in an army you control gain an additional level in the class they most recently gained. They also gain a bonus to hit equal to your practitioner ability modifier. All officers in your armies know your will, and you are always aware of the general location, condition, and activities of military units that accept your authority.

Know The Land
As a move action, you may concentrate and gain a perfect mental map of the terrain around you in a radius up to two miles per BAB. This map makes you immediately aware of any army-sized group (or part of an army) in the area. It also gives you perfect awareness of the locations of any soldiers following you. The detail of the map is enough to identify the weak points in a fortification, but it is not detailed enough to provide an internal map of a constructed building.

Lord Of The City
As a standard action, you may expend your martial focus. While your focus remains expended, the occupants of the city will unconsciously treat you as their legitimate ruler. You will be obeyed as if you were equal to the mayor, lord, council, or other supreme authority of the city, insofar as the target actually respects and obeys any of these personages. (Thieves' guilds, for example, may not be inclined to obey.) Occupants who leave the city may make a Will Saving Throw (DC 14 + 1/2 BAB + Practitioner Ability Modifier) to throw off the effect, but it will fall over them if they return and the effect is still going.

One Of The Masses
You have an intuitive connection with the common citizens of a city when you are within its boundaries. Citizens who have fewer hit dice than you will never initiate violence against you unless vigorously provoked and will always provide favors and assistance that do not significantly inconvenience them (as determined by the GM). You automatically know the major figures of the city, their locations, and their general roles (such as the mayor, the guildmaster of thieves, secret leaders, and beloved pillars of the community).

The Invincible Army
Soldiers currently under your command are immune to physical damage while you are present on the battlefield. This benefit does not apply to individual soldiers, only to units fighting in formation.

Unseen Walls
While within a city, you may expend your martial focus and target up to a small mob (as determined by the GM to be appropriate in size for the city - cities with higher populations have more people in a small mob). Until the next time you regain your martial focus, the targeted creatures are unable to move from their current vicinity, finding every path elsewhere somehow blocked or confusing - even if others try to carry them out. Alternatively, you may curse them so that every path leads them to a particular place within the city. Any creatures with equal to or more hit dice than you get a Will Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to negate this effect. They get a new saving throw every 24 hours if you are continuing to curse them with this power.

Walk The Streets
As a swift action, you may expend your martial focus to transport yourself and any companions on the same street to any location on another street in the same city. Creatures with fewer hit dice than you will not notice anything unusual about your movement, rationalizing it as a quick getaway or a presence they simply hadn't noticed before.

Word Of The Street
As a move action, you may speak to or eavesdrop on any person in any city as long as you have met them. Only you and the target of this ability hear any conversation between the two of you, while eavesdropping is imperceptible. Creatures with equal to or more hit dice than you get a Will Save (DC 12 + 1/2 BAB + Practitioner Ability Modifier) to negate this. You may also expend your martial focus as a move action to send a message to any group you know of in a city you've visited, ranging from a single person to an entire cult, profession, or population. The recipients are not obligated to obey anything you tell them to do, but they will intuitively recognize you as the sender.

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