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Old 01-13-2019, 10:07 AM   #2
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Re: Near superhuman talents

Quote:
Originally Posted by hcobb View Post
Give heroes a fighting chance by adding talents at the edge of human ability.

IQ 10 Resolve(3) This character has trained his mind to resist foreign influences and rolls one less die on any IQ roll to resist magical control or disbelieve an illusion. This isn't alertness so it has no effect against Unnoticeability. Doubled cost for wizards because their training is all about opening their minds to the cosmos. Characters with this talent have a mutual minus one to reactions with wizards.

IQ 10 Hardy(3) This character has trained up their fortitude and so rolls one less die on ST rolls to resist poisons and environmental hazards. Prerequisite: ST 12 or being a Halfling.

IQ 11 Enhanced Dodge(2) This character may take a Dodge action even when engaged (but not in HTH), their dodges are effective against all weapons and other melee and ranged attacks, missile and thrown spells and cause all attackers to add two dice (rather than one) on attack rolls to hit them. Does not stack with any other defensive talent. Prerequisite: Acrobatics.
I like these, though I would implement them differently. For example, I have something very similar to your 'Enhanced Dodge' as one of the Powers for my Mystic Monk portfolio. I think 'Resolve' and 'Hardy' would make good Powers as well... maybe as part of a Mage Hunter and Wild Warden power-sets.

As a talent, however, I think 'Resolve' should be higher IQ than 10... 12 or 13 seems more appropriate.
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