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C&C Character Talents Guide

This document provides descriptions of various talents that can be selected by characters in Castles & Crusades roleplaying games to enhance their abilities. It lists talents like Armor Proficiency, Bearing, Blind-Fighting, Cleave, Combat Expertise, and Divine Domain among others. Each talent provides additional benefits like increased armor wearing, attack rerolls, extra attacks after dropping opponents, adjustments to armor class during combat, or divine powers for clerics based on their deity's domain. Requirements to select each talent are also detailed.

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0% found this document useful (0 votes)
308 views5 pages

C&C Character Talents Guide

This document provides descriptions of various talents that can be selected by characters in Castles & Crusades roleplaying games to enhance their abilities. It lists talents like Armor Proficiency, Bearing, Blind-Fighting, Cleave, Combat Expertise, and Divine Domain among others. Each talent provides additional benefits like increased armor wearing, attack rerolls, extra attacks after dropping opponents, adjustments to armor class during combat, or divine powers for clerics based on their deity's domain. Requirements to select each talent are also detailed.

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Joshua Garlock
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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TALENTS

ADDITIONAL ABILITIES AND POWERS FOR YOUR C&C CHARACTERS


By Derrick “Omote” Landwehr
LISTING OF TALENTS SELECTING TALENTS
ARMOR PROFICIENCY (LIGHT) ► Every 1st level character begins play with one talent
ARMOR PROFICIENCY (MEDIUM) selection.
ARMOR PROFICIENCY (HEAVY)
BEARING ► Every 3 levels of experience (levels 3, 6, 9, 12, 15, 18, etc.)
BLIND-FIGHTING the character is entitled to one additional talent selection.
CLEAVE ► All prerequisites must be met before a character is allowed
COMBAT EXPERTISE to select a particular talent.
DIE HARD
DIVINE DOMAIN ► All talents can only be selected once unless otherwise
EXCEPTIONAL BRILLIANCE noted.
FAST
GREATER CHARISMA ARMOR PROFICIENCY (LIGHT)
GREATER CONSTITUTION Light armor is defined as any armor having a base encumbrance value
GREATER DEXTERITY of 2 or less. A character with this talent can wear any light armor even if
GREATER INTELLIGENCE their class prevents them from doing so. This talent also includes full
proficiency with any helmet or shield. At the discretion of the CK,
GREATER STRENGTH
certain class abilities may still be affected by the wearing of light armor
GREATER WISDOM (arcane spell casting for example).
IMPROVED DODGE Prerequisite: None.
IMPROVED DISARM Normal: A character who is not allowed to wear light armor or use a
IMPROVED EVADE helmet or shield due to their class restriction cannot use any of their
IMPROVED FLANK ATTACK class abilities while the armor, helmet or shield is worn (unless the
IMPROVED GRAPPLING description of the ability says otherwise).
IMPROVED INITIATIVE
IMPROVED OVERBEARING ARMOR PROFICIENCY (MEDIUM)
IMPROVED PUMMELING Medium armor is defined as any armor having a base encumbrance
IMPROVED REAR ATTACK value of 3. A character with this talent can wear any light or medium
armor even if their class prevents them from doing so. At the discretion
IMPROVED TURNING UNDEAD
of the CK, certain class abilities may still be affected by the wearing of
IMPROVED TWO-WEAPON FIGHTING light or medium armor (arcane spell casting for example).
IRON WILL Prerequisite: Armor Proficiency (Light).
LIGHTNING REFLEXES Normal: A character who is not allowed to wear medium armor due to
POWER ATTACK their class restriction cannot use any of their class abilities while the
RUN armor is worn (unless the description of the ability says otherwise).
SKILLED
STRONG PRESENCE ARMOR PROFICIENCY (HEAVY)
SUPERIOR BRAWN Heavy armor is defined as any armor having a base encumbrance value
TOUGHNESS of 4 or greater. A character with this talent can wear any light, medium,
TREMENDOUS FORTITUDE or heavy armor even if their class prevents them from doing so. At the
discretion of the CK, certain class abilities may still be affected by the
SPELL SPECIALIZATION
wearing of any armor type (arcane spell casting for example).
WEAPON FINESSE Prerequisite: Armor Proficiency (Light), Armor Proficiency (Medium).
WEAPON FOCUS Normal: A character who is not allowed to wear heavy armor due to
WEAPON PROFICIENCY their class restriction cannot use any of their class abilities while the
armor is worn (unless the description of the ability says otherwise).

BEARING
A character with this talent has a +3 added to their base ER
(Encumbrance Rating). If a dwarf character selects this talent the bonus
to ER is +4 instead of +3.
Prerequisite: None.
Normal: A character without this talent has a base ER of 10. See the
Castles & Crusades Players Handbook for more information on ER.
TALENTS
ADDITIONAL ABILITIES AND POWERS FOR YOUR C&C CHARACTERS
By Derrick “Omote” Landwehr
BLIND-FIGHTING DIVINE DOMAIN
Any character with this talent may re-roll one attack roll per round that Almost all devout clerics are granted divine spells from their deity.
has missed due to concealment or invisibility. Clerics which choose this talent have a special, unique bond to a
Prerequisite: None. specific aspect of their deity. This rare connection comes in the form of
Normal: Without this talent an attacker suffers a penalty of -2 to -10 to a divine domain. A cleric with this talent is granted additional abilities,
hit an opponent who is either concealed, invisible or both. See bonuses, and powers that typically increase in number and potency as
situational modifiers in the Castles & Crusades Players Handbook for the cleric gains levels of experience.
more information on penalties to hit an opponent in these
circumstances. When this talent is selected, choose one of the divine domains listed in
the Crusader’s Guide to Piety & Priestcraft and immediately apply the
CLEAVE first associated benefit or ability to the character. If there is more than
If a character deals enough damage to an opponent with a melee attack one benefit or ability listed with the divine domain, at each additional
to make it drop (typically by dropping it to 0 HP, or killing it) the level of experience the cleric will gain the next benefit or ability listed in
character gets an immediate extra melee attack against another order.
opponent within 5 feet. A character cannot move or perform any other
action or ability before taking this extra attack. This extra attack is with The selection of a divine domain must be in relation to a deity’s area of
the same weapon and at the same bonus as the attack that dropped the concern, motivation, and alignment. For example, if the cleric worships
previous opponent, including any bonuses from the power attack talent. a lawful-good god of healing and protection, they would not select the
A character can use this talent only once per round. This talent can be death, destruction or evil domains. The CK has complete discretion in
combined with other abilities that allow for more than one melee attack allowing or disallowing a character’s selection of a divine domain. In
per round. However, it is important to remember that the cleave talent many campaigns there will be a detailed portfolio of gods that grant
can only be used once per round. divine domain, and which of these domains a cleric can select based on
Prerequisite: Strength score of 9+. the deity worshipped.
Normal: A character that drops an opponent to 0 HP or kills it is Prerequisite: Wisdom score of 9+, cleric class.
generally not able to make another melee attack in the same round Normal: A cleric who does not choose divine domain does not gain any
unless they have an ability, skill, or talent which allows them to do so. of the listed powers detailed in the Domains of the Divine rules, but
retains all of the abilities associated with the cleric class as described in
COMBAT EXPERTISE the Castles & Crusades Players Handbook. Divine domains are simply
During melee combat, a character can take a penalty of up to -3 on their an additional power that can be added to the cleric class should the
attack roll and add the same number (+3 or less) to their armor class. player choose to utilize one of their talent selections for this purpose.
This number may not exceed their base-to-hit (BtH) bonus. The
bonuses of this talent cannot be combined with the bonuses of the See the Domains of the Divine rules for more information.
evade combat maneuver or improved evade talent.
Prerequisite: Intelligence score of 9+. FAST
Normal: Typically a character without this talent can only use the A character with this talent has an additional 10 feet added to their
dodge or evade defensive style combat maneuvers and in those cases movement trait (as listed under the character’s race). This bonus is also
they cannot also attack. This talent provides a bonus to AC, while still considered for movement related actions like running and jumping.
being able to attack. Prerequisite: None.
Normal: A character without this talent can only move as fast as listed
DIE HARD under movement in the racial traits & abilities section of their respective
When reduced to 0 to -3 HP the character remains conscious and can race description.
continue to fight, cast spells, etc. The character is still subject to all of
the penalties described under hit points in the combat section of the GREATER CHARISMA
C&C Player’s Handbook (healing restrictions, additional loss of HP, etc). Add +1 to a character’s charisma score. This talent can be selected
Prerequisite: Constitution score of 9+. multiple times if desired.
Normal: A character reduced from -1 to -6 HP is unconscious. A Prerequisite: None.
character that is reduced to -7 to -9 HP is mortally wounded and loses 1
HP per round until -10 HP. See Hit Points in the combat section of the GREATER CONSTITUTION
Castles & Crusades Players Handbook for more information. Add +1 to a character’s constitution score. This talent can be selected
multiple times if desired.
EXCEPTIONAL BRILLIANCE Prerequisite: None.
A character with this talent receives a +1 bonus to all saving throws and
skill checks involving the intelligence attribute. GREATER DEXTERITY
Prerequisite: Intelligence score of 9+. Add +1 to a character’s dexterity score. This talent can be selected
multiple times if desired.
Prerequisite: None.
TALENTS
ADDITIONAL ABILITIES AND POWERS FOR YOUR C&C CHARACTERS
By Derrick “Omote” Landwehr
GREATER INTELLIGENCE IMPROVED FLANK ATTACK
Add +1 to a character’s intelligence score. This talent can be selected With this talent a character that flanks an adversary is +3 to hit that
multiple times if desired. opponent.
Prerequisite: None. Prerequisite: None.
Normal: Without this talent a character flanking an opponent is only +1
GREATER STRENGTH to hit. See the combat maneuvers section of the Castles & Crusades
Add +1 to a character’s strength score. This talent can be selected Players Handbook for more information.
multiple times if desired.
Prerequisite: None. IMPROVED GRAPPLING
A character with this talent gains a +3 bonus to hit against an opponent
GREATER WISDOM that they are trying to grapple. A defender trying to break free of a
Add +1 to a character’s wisdom score. This talent may be selected grapple is -3 to hit an opponent who has this talent. This -3 penalty is
multiple times if desired. negated if the opponent also has the improved grappling talent.
Prerequisite: None. Prerequisite: Strength score of 9+ and constitution score of 9+.
Normal: Without this talent there are no bonuses included in grappling.
IMPROVED DISARM
A character class that is allowed to perform the disarm combat IMPROVED INITIATIVE
maneuver can, with this talent, add +3 to any roll to disarm an opponent. A character with this talent gains a +2 bonus to their initiative score
Any class not normally allowed to perform a disarm combat maneuver when engaging in combat or at any other time initiative might be called
that selects this talent can now do so but without the benefit of the +3 for by the Castle Keeper. A character with improved initiative will
described above. If this talent is selected a second time by a class that always win ties when initiative scores are the same. If the opponent
is not normally allowed to disarm, then the benefit of the +3 will apply. also has improved initiative then dexterity scores must be compared to
Prerequisite: None. determine the highest initiative and simultaneous actions may occur as
Normal: Only the fighter, knight, rogue, assassin, cleric and paladin described under initiative in the combat section of the Castles &
classes are normally allowed to disarm (as per the combat maneuvers Crusades Players Handbook.
section of the Castles & Crusades Players Handbook), but they do so Prerequisite: None.
without the benefit of a +3 bonus described in this talent. Normal: A character without this talent gains no bonus to initiative
when engaging in melee combat. Without this talent, all tied scores still
IMPROVED DODGE compare dexterity scores to determine initiative which may result in
A character with this talent gains a +3 bonus to their AC when simultaneous actions.
performing the dodge combat maneuver. The character can benefit
from this bonus to AC against any number of attackers as long as the IMPROVED OVERBEARING
character is aware of the attackers presence. A character with this talent may add +3 to hit when attempting an
Prerequisite: Dexterity score of 9+. overbearing unarmed combat attack. This attack, if successful, causes
Normal: A character without this talent only gains a +2 to AC against 1d3 plus strength bonus in normal damage or subdual damage (the
up to 3 attackers that they are aware of when performing a dodge player’s choice) and is knocked prone for the remainder of the round as
combat maneuver. described in the unarmed combat section of the C&C PHB.
Prerequisite: Strength score of 9+.
IMPROVED EVADE Normal: A character without this talent has no additional bonus to hit
A character with this talent uses their energy to evade incoming blows when using an overbearing attack and only causes 1d2 points of
from a single opponent that the character is already engaged in melee subdual damage with no bonus for strength.
combat with. A +5 AC bonus against 1 opponent is added to the
character’s AC for the remainder of that round. As described in the IMPROVED PUMMELING
Castles & Crusades Players Handbook, no other action is allowed With this talent a character adds +1 to hit with any pummeling-style
during a round in which the character is performing the evade combat unarmed combat attack and causes 1d3 plus strength bonus in normal
maneuver. The bonuses of this talent cannot be combined with the damage, or subdual damage (player’s choice) to an opponent. A monk
bonuses of the combat expertise talent. character selecting this talent adds the +1 to hit using their hand-to-
Prerequisite: Dexterity score of 9+. hand combat class ability, though they still use the damage indicated
Normal: A character without this talent can still perform the evade under their class rather than the damage listed with this talent.
combat maneuver but is limited to a +4 AC bonus. See the combat Prerequisite: None.
maneuvers section of the Castles & Crusades Players Handbook for Normal: A character without this talent only causes 1d2 plus strength
more information. bonus in subdual damage.
TALENTS
ADDITIONAL ABILITIES AND POWERS FOR YOUR C&C CHARACTERS
By Derrick “Omote” Landwehr
IMPROVED REAR ATTACK POWER ATTACK
With this talent a character may add an additional +1 to their melee With this talent, before the character makes a standard melee attack
attack rolls when attacking an opponent from behind and +3 to damage during their action in initiative order, they may choose to subtract a
if the attack is successful. This bonus to hit and damage combines with number from their attack roll and add the same number as a bonus to
the rogue’s back attack ability. This ability also combines with the sneak the damage roll if the attack succeeds. The number subtracted from the
attack ability of the assassin and rogue, but only when attacking from to-hit roll may not exceed a character’s base-to-hit (BtH) bonus. When
the rear of an opponent. this power attack talent is used in conjunction with a two-handed melee
Prerequisite: None. weapon being wielded with both hands, the bonus to damage is
Normal: A character without this talent only receives a +2 to hit and no increased by a further +1. When using the power attack talent the
bonus to damage when attacking an opponent’s rear side. penalty to hit and the bonus to damage only apply to the first attack that
the character makes and does not affect in any way subsequent attacks
IMPROVED TURNING UNDEAD that may be possible during the same round (with a special exception to
When selecting this talent a cleric is able to turn undead as if they were the cleave talent described earlier). This talent can only be used once
3 experience levels higher than they actually are. Thus a 5th level cleric per round.
would turn undead as an 8th level cleric. A member of the paladin class Prerequisite: Strength score of 9+.
selecting this talent will turn undead as if they were a cleric of equal Normal: The ability to subtract from a bonus to hit, to add to damage is
level – thus a 5th level paladin would turn undead as a 5th level cleric. not generally available unless this talent is selected. Normally, two-
Prerequisite: Cleric or Paladin class. handed weapons must always be wielded with both a character’s hands.
Normal: Without this talent a class that can turn undead can only do so
as described under their individual class ability or under the turning RUN
undead section of the Castles & Crusades Players Handbook. With this talent a character that is running can move up to 5 times their
normal movement.
IMPROVED TWO-WEAPON FIGHTING Prerequisite: None.
A character with this talent has their penalties reduced if they are Normal: A character can only run up to 4 times their normal movement
fighting with two weapons (one in each hand). The primary hand without this talent.
remains at a -3 to strike, but the off-hand’s penalties are reduced to -3
(-3/-3). As with standard two-weapon fighting, these penalties are SKILLED
modified further by the character’s dexterity modifier. When fighting with When this talent is chosen a character gains 3 more skill selections.
two weapons a character’s strength modifier only applies to damage These selections could be new skills, or could be added to existing skills
inflicted. for a further +1 bonus. See Skills in the C&C Game listed with the CK
Prerequisite: None. for more information. These skill selections may not be used for
Normal: A character without this talent is allowed to attack with two weapon mastery if such rules additions are allowed by the CK.
weapons (one in each hand) but with a larger penalty for the secondary Prerequisite: None.
hand weapon. The attack with the primary hand is at -3 and the attack Normal: A character without this talent begins the game at 1st level with
with the off-hand is at -6. These penalties are modified by a character’s 3 skill selections (plus INT modifier to a minimum zero skills). The
dexterity modifier. When fighting with two weapons a character’s character also gains 1 new skill selection every time they advance to a
strength modifier only applies to damage inflicted. new odd level of experience beyond level 1 (level 3, 5, 7, 9, 11, etc).

IRON WILL STRONG PRESENCE


A character with this talent receives a +1 bonus to all saving throws and A character with this talent receives a +1 bonus to all saving throws and
skill checks involving the wisdom attribute. skill checks involving the charisma attribute.
Prerequisite: Wisdom score of 9+. Prerequisite: Charisma score of 9+.

LIGHTNING REFLEXES SUPERIOR BRAWN


A character with this talent receives a +1 bonus to all saving throws and A character with this talent receives a +1 bonus to all saving throws and
skill checks involving the Dexterity attribute. skill checks involving the strength attribute.
Prerequisite: Dexterity score of 9+. Prerequisite: Strength score of 9+.
TALENTS
ADDITIONAL ABILITIES AND POWERS FOR YOUR C&C CHARACTERS
By Derrick “Omote” Landwehr
SPELL SPECIALIZATION WEAPON FINESSE
When this talent is selected an arcane spell caster must also select one With this talent a character can use their dexterity modifier instead of a
spell. The spell selected must be one that the arcane spellcaster has strength modifier on attack rolls with certain melee weapons. This talent
recorded in a spellbook (or scroll, tablet, etc.) which they currently own only works with weapons which are considered light (encumbrance
and have cast at least once before. When the spell is selected the value 2 or less), or medium (encumbrance value 3). When selected, the
arcane spellcaster chooses one ability from the list below and applies it player must also select one weapon for which this talent will apply.
to the selected spell. Once selected the weapon cannot be changed. This talent may be
selected multiple times if desired, each time applying it to a different
1) The Arcane Spellcaster may memorize this spell 1 additional
weapon with an EV of 3 or less. This talent has no effect on ranged
time per day in addition to what the spellcaster can normally
weapon attacks.
memorize for that level of spell.
Prerequisite: None.
2) The range of this spell is increased by 50%. Normal: A character without this talent normally adds their strength
modifier to melee attack rolls.
3) This spell’s duration is increased by 50%.
4) The area of effect of this spell is increased by 100%, or 1 WEAPON FOCUS
additional target. When selecting this talent, choose one specific weapon such as a battle
5) When this spell is cast upon the spellcaster themselves, they axe, dagger, longbow, morningstar, short sword, etc. A character can
may automatically save against its effects if desired. If the also choose their own fist as a weapon for the purposes of this talent.
spell being cast does not normally allow a save, then this The character gains either a +1 bonus to hit on all melee attack rolls or
talent selection will allow a save. The effects of this type of a +1 to all damage rolls when using the selected weapon. This talent
spell specialization may be modified by the CK as appropriate may be selected multiple times if desired. Each additional time this
for special circumstances. talent is selected the player must choose a different weapon to apply
one of the bonuses to.
6) This spell’s challenge level (CL) is increased by 3 when cast. Prerequisite: The selected weapon must be allowed to a character
Challenge level determines the overall challenge class of the based on their class, the weapon proficiency talent, or some other
saving throw against this spell. special rule.
7) This spell inflicts +1 point of damage per damage die of the Normal: A character without this talent is not normally allotted any
spell when cast. additional bonus to strike or damage other than from BtH, strength
modifier, etc.
This talent may be selected multiple times if desired. Each time this
talent is selected the arcane spellcaster must select a new spell to be WEAPON PROFICIENCY
specialized in, or select a previously specialized spell and apply a new Select one weapon that the character is not normally allowed to use
choice from the list above to it. A character may not apply the same based on a class restriction. The selected weapon can now be used
specialization to a spell more than once. A character may never change without penalty. For example, the wizard class is not normally allowed
a spell specialization once it has been selected. to use the long sword. By selecting this talent and choosing the long
Prerequisite: Intelligence 13+, arcane magic spellcaster (illusionist, sword, a wizard could now use a long sword without penalty in melee
wizard, etc.). combat.
Normal: A character without this talent cannot apply magic
specialization to any of their spells. Arcane spells follow the rules Some special circumstances may exist which could affect this talent.
presented in the magic section of the Castles & Crusades Players For example, the CK may rule that a cleric cannot use a specific
Handbook. weapon (because of a conflict with their deity) even though they
selected the weapon with this talent. As always, these types of
TOUGHNESS situations are strictly the province of the CK.
The character gains +3 hit points. This talent may be selected multiple Prerequisite: None.
times if desired. Normal: A character without this talent that uses a weapon which is not
Prerequisite: None. allowed by their class suffers a -4 penalty to hit in melee combat, as well
Normal: A character without this talent only gains hit points from as possible other penalties as prescribed by the CK.
advancing an experience level, possibly from magic items, spells, or at
the discretion of the CK.

TREMENDOUS FORTITUDE
A character with this talent receives a +1 bonus to all saving throws and
skill checks involving the constitution attribute.
Prerequisite: Constitution score of 9+.

C&C Talents – Release 38, 201110

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