Dexterity Talents

Marksman Talent Tree
The Fast hero gains the ability to improve bows and guns with new abilities

Point Blank Shot

You are skilled at hitting targets at close range.

Benefit: The character gets a +1 bonus on attack and damage rolls with personal ranged weapons against opponents within 30 feet.

Precise Shot

You are skilled at timing and aiming ranged attacks.

Prerequisites: Point Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your

attack roll

Normal: You take a -4 penalty when firing at an opponent engaged in melee.

Far Shot

You can hit distant targets easily.

Prerequisite: Point Blank Shot.

Benefit: When the character uses a personal ranged weapon, each range increment beyond the first only applies a –1 penalty to the attack roll.

Deadeye Shot

You carefully line up a ranged attack, timing it precisely so that you hit your opponent when his guard is down. When your target is busy dealing with an ally's melee attack, you strike.

Prerequisite: Point Blank Shot, Precise Shot, base attack bonus +4, skirmish or sneak attack ability.

Benefit: By firing just as your ally connects with a blow, you take advantage of the distraction to strike the same enemy when his guard is ruined. If you ready a ranged attack to occur when an ally strikes a particular target, and your ally succeeds, that target loses his Dexterity bonus to Defense against your attack.

Manyshot

Prerequisite: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage

Improved Precise Shot

Your ranged attacks can ignore the effects of cover or concealment.

Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal: Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Rapid Shot

Prerequisite: Point Blank Shot

Benefit: You may make an additional ranged attack from a ranged weapon during a full-attack action.

Every attack made in the same round will suffer a -2 penalty. This ability does not stack with other similar abilities, such as Renzuki or Storm of Blows.

Duel Wielding Talent Tree

Dexterity 16 Required

Some lifeforms with very high response times can effectively use a weapon in each hand.

Two-Weapon Fighting

The basic level of Dual-wielding. You can make one extra attack each round with the second weapon.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal: Without this feat you take a -6 penalty to your attacks with your primary Hand and a -10 penalty to attack with your offhand.

In all cases using a light weapon reduces these penalties by 2.

Two-Weapon Defense

Prerequisite: Two-Weapon Fighting.

Benefit: When fighting defensively or taking a total defense action and wielding two weapons or a double weapon (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your Defense.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting - Improved

The Standard of Dual-wielding skill, can be further improved with Advanced Two-Weapon Feats

Prerequisites: Dex 18, Two-Weapon Fighting,Two-Weapon Defense, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Two-Weapon Defense - Improved

Prerequisite: Two-Weapon Defense, Two-Weapon Fighting, Two-weapon Fighting - Improved.

Benefit: When fighting defensively or taking a total defense action and wielding two weapons or a double weapon (not counting natural attacks or unarmed strikes), you gain an additional +2 shield bonus to Defense

Two-Weapon Pounce

When you charge an opponent while wielding two weapons you can make two quick attacks.

You trade the momentum and power of the charge for the opportunity to use your second weapon.

Prerequisites: Dex 15, Two-Weapon Fighting, Base attack bonus +6.

Benefit: When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons.If you do so, you lose the bonus on attack rolls normally granted by the charge. The -2 penalty on charging still applies.

Normal: When charging, you get a single attack at the end of you movement.

Two-Weapon Rend

You wield two weapons with an artisan's precision.

Each strike builds on the next, allowing you to deal more damage.

Prerequisites: Dex 15, Two-Weapon Fighting, Base attack bonus +11

Benefit: If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6+1-1/2 times you Strength bonus. this extra damage i treated as the same type the your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effect related to damage type. You can gain this extra damage once per round against a given opponent.

Defensive Talent Tree

The Fast hero gains the ability to improve his innate defensive talents as the hero attains new levels.

Uncanny Dodge 1:

The Fast hero retains his Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his Dexterity bonus to Defense if the hero is immobilized.)

Evasion:

If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he makes a successful saving throw. Evasion can only be used when wearing light armor or no armor

Prerequisite: Uncanny Dodge 1

Uncanny Dodge 2:

The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him as easily as he can react to a single attacker.

Prerequisites: Evasion, uncanny dodge 1.

Defensive Roll:

The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), he can attempt to roll with the damage.

A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll —if the hero is immobilized, he can’t use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.

Prerequisites: Evasion, uncanny dodge 1.

Opportunist:

The Fast hero can spend 5 chakra to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.

Prerequisite: Evasion.

Optional Rule: In order to make up for the balance issue with the fast hero class, the Defensive Talent Tree may have the Uncanny Dodge 1 and Evasion talents switch place, with Uncanny Dodge 1 being available at level 1, and Evasion requiring Uncanny Dodge 1 rather than the opposite.

Deflection Talent Tree

By selecting a talent from this talent tree, the Fast Hero gains a bonus to defense against ranged attacks such as thrown weapons and arrows, but not against ballistic weapons.

Deflect:

The Fast Hero, if he is aware of his enemy, gains a +1 deflection bonus to defense against ranged weapon (ballistic weapons don't apply). This bonus is denied if the Fast Hero is caught flat-footed or is denied his dexterity bonus.

Improved Deflect:

Defense bonus against ranged weapons increases to +2.

Prerequisite: Deflect.

Advanced Deflect:

The Fast Hero’s deflection bonus against ranged weapon increases to +3.

Prerequisite: Deflect, Improved Deflect.

Increase Speed Talent Tree

The Fast hero can increase his natural base speed.

Increased Speed:

The Fast hero’s base speed increases by 10 feet

Improved Increased Speed:

The Fast hero’s base speed increases by 10 feet. This talent stacks with increased speed.

Prerequisite: Increased speed.

Advanced Increased Speed:

The Fast hero’s base speed increases by 10 feet. This talent stacks with increased speed and improved increased speed (30 feet total).

Prerequisites: Increased speed, improved increased speed.

Miscellaneous Talents

Sense Chakra:

The Fast Hero gains the ability to Suppress Chakra normally, as per shinobi skill.

Prerequisite: One talent from a Dexterity talent tree.

Suppress Chakra:

The Fast Hero gains the ability to Suppress Chakra normally, as per shinobi skill.

Prerequisite: One talent from a Dexterity talent tree.

Double Cast:

Prerequisites: Nei Reservoir [Dexterity] and Metachakra Charges.

By Consuming your movement action and a Meta-chakra charge you can cast two spells in a round instead of one,

you take non-lethal HP damage equal to the second spell's rank due to overloading your chakra network.

Normal: By Consuming your movement action you can cast a regular spell[Any Level] and a Cantrip spell [Rank 1]