Primal Arts Talent Tree:
By selecting a talent from this talent tree, your character gains a bonus to identify and perform Primal Arts techniques.
Primal Arts:
You gain a +1 bonus to Primal Arts to perform a technique, and a +2 bonus to identify techniques. Your control reserve increases by 10.
Improved Primal Arts:
Prerequisite: Primal Arts
The bonuses increase to +2 to perform and +4 to identify techniques, and your control reserve increases by 20..
Advanced Primal Arts:
Prerequisite: Primal Arts, Improved Primal Arts.
The bonuses further increase to +3 to perform and +6 to identifying Primal Arts, and your maximum control points increase by 30.
In addition, you gains a +2 bonus on Learn checks made to master Primal Arts techniques, and a +1 enhancement bonus to your effective skill threshold when using Primal Arts techniques.
Research Talent Tree:
Your Character has a natural aptitude for study and fact-finding. These talents can be selected in any order.
Savant:
Select one of the skills listed in the following paragraph. You must have ranks in the skill if it is Trained Only. Your character gets to add a bonus equal to their character level when making checks with that skill. You can take this talent multiple times; each time it applies to a different skill.
Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device,Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.
You may not apply this bonus to Energy Control, Manipulative Arts, Primal Arts, or Weapon Arts.
Linguist:
Prerequisite: 4 or more languages.
With this talent, the your character becomes a master linguist. Whenever the you encounter a new language, either spoken or written, that you do not know you can make an Intelligence check to determine if you can grasp a basic understanding of it. The check is made with a bonus equal to your character level. For a written language, the bonus applies to a Decipher Script check instead.
The DC for the check depends on the situation:
DC 20
if the language is in the same group as one you have already mastered
DC 25
if the language is unrelated to any other languages you know
DC 30
if the language is ancient or unique.
With this special ability, you can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.
Strategy Talent Tree:
Your Character has the brainpower to formulate solutions in most situations.
(Talents from this tree may be selected in any order; however, at least one talent from the Research Talent Tree must be acquired first.)
Exploit Weakness:
Prerequisite: One talent from the Research Talent Tree.
After 1 round of combat, you character can designate one opponent and try to find ways to gain an advantage by using brains over brawn. You can use a move action and makes an Intelligence check (DC 15) with a bonus equal to your character level. If the check succeeds, for the rest of the combat the you use your Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as you find ways to outthink your opponent and notice weaknesses in your opponent’s fighting style.
Plan:
Prerequisite: One talent from the Research Talent Tree.
Prior to an encounter, your character may formulate a tactical plan. This talent cannot be used if the character is surprised or otherwise unprepared for the situation.
After outlining said plan, make an Intelligence check (DC 10). You add a bonus to this check equal to your character level. You cannot take 10 or 20 on this check.
Check result Bonus
9 or lower= +0 (check failed)
10–14= +1
15–24= +2
25 or higher= +3
This bonus can be applied to all skill checks and attack rolls made by you and your allies, but the bonus only lasts for the first 3 rounds. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues.
Trick:
Prerequisite: One talent from the Research Talent Tree.
Your character has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of you, and must be able to hear and understand you.
To play a trick on a target, you must use a full-round of action and make an Intelligence check (DC 15), adding their character level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick.
The target resists the trick by making a Will saving throw (DC 10 + your class level + your Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.
Tech Expert Talent Tree
[Intelligence 16 Required]
This talent tree is available to Omni-tool users.
Deployable expertise:
You may choose an additional upgrade for any Drone or turret you have, you may have up to two mines active at a time instead of one.
Dual omni-tool:
Requires 18 Intelligence
You can equip two omni-tools instead of one and use tech modules from them both. You are still limited to a single [armor] and [ammo] module at a time, but you can have two different [persistent] or Drone modules active at a time.
Tech Armor Master:
Requires: Tech Armor Adept
You no longer take a penalty to recharge times while you have an active [armor] module.
Melee tech:
You can apply your ammo powers to any melee weapon you wield.
Ammo mastery:
Your ammo powers can affect weapons that have a damage type other than Kinetic.
Tech Mastery:
Choose a number of tech modules equal to your Intelligence modifier. Reduce the recharge times of those modules by 1 round. You can take this talent multiple times, and each module can only be selected twice total [-2 rounds].
Tech Armor Adept:
Prerequisites: Tech mastery with an [armor] power.
You only take -1 Penalty to recharge times while you have an active [armor] module.
Miscellaneous Talents
Sense Control:
Prerequisite: One talent from a Intelligence talent tree.
You gain the ability to Sense Control normally, as per character level.
Suppress Control:
Prerequisite: One talent from a Intelligence talent tree.
You gain the ability to Suppress Control normally, as per character level.
Primal Rage:
A rager with this Talent has the ability to become 'Spell Rage' by consuming 1 Meta Control Charge. While in 'Spell Rage' you are allowed to able to cast your Primal Spells while Enraged. The number of spells able to be cast during that Primal Rage is equal to the number of rages per day +1 per Rage Talent the Rager Possesses.
If you have Multiple Rages (Nei, Force, Ritual, etc) you can activate them all by spending the 1 Meta Control Charge.
Ritual Rage:
A rager with this Talent has the ability to become 'Ritual Rage' by consuming 1 Meta Control Charge. While in 'Ritual Rage' you are allowed to able to cast your Ritual Spells of reasonable duration while Enraged. The number of spells able to be cast during that Ritual Rage is equal to number of rages per day +1 per Rage Talent the Rager Possesses.
If you have Multiple Rages (Nei, Force, Ritual, etc) you can activate them all by spending the 1 Meta Control Charge.
Nei Rage:
Prerequisites: Force Rage & Ritual Arts
A rager with this Talent has the ability to become 'Nei Rage' by consuming 1 Meta Control Charge. While in 'Nei Rage' you are allowed to able to cast your Nei Spells while Enraged. The number of spells able to be cast during that Nei Rage is equal to # of rages per day +1 per Rage Talent the Rager Possesses.
If you have Multiple Rages (Nei, Force, Ritual, etc) you can activate them all by spending the 1 Meta Control Charge.
Force Rage:
Prerequisites: Energy Control and Primal Arts Talents.
A rager with this Talent has the ability to become 'Force Rage' by consuming 1 Meta Control Charge. While in 'Force Rage' you are allowed to cast your Psionic Spells while Enraged. The number of spells able to be cast during that Force Rage is equal to number of rages per day +1 per Rage Talent the Rager Possesses.
If you have Multiple Rages (Nei, Force, Ritual, etc) you can activate them all by spending the 1 Meta Control Charge.
Double Cast:
Prerequisites: Nei Reservoir [Intelligence] and Meta Control Charges.
By Consuming your movement action and a Meta Control Charge you can cast two spells in a round instead of one. However, you take non-lethal HP damage equal to the second spell's rank due to overloading your control network.
Normal: By Consuming your movement action you can cast a regular spell[Any Level] and a Cantrip spell [Rank 1]