TEXT: Skill Talents are abilities that a player can in-
  vest in after obtaining a number of ranks within 
  a skill. Each Skill Talent requires a player to spend 
  a number of skill points to purchase the Talent 
  and many of the talents have a listed Prerequi-
  site that a character must fulfill before obtaining 
  the talent. A character may only have a number 
  of talents equal to one-half of his current level. 
  If a player loses levels due to level drain or some 
  other similar effect that would reduce his current 
  level (and cause him to lose a skill talent) then 
  that player is able to choose which talent is lost. 
  Remember that if a player who chooses to lose 
  a Talent that is included within another Skill Tal-
  ent’s prerequisite then they will be unable to use 
  that Talent until he is restored of his lost level 
  (and regains the use of the Talent).
  The Talent’s name is listed within its header 
  along with the relevant category of Knowledge 
  that is used in the Talents applications.  The Tal-
  ent’s Cost tells how many skill points it costs to 
  purchase that talent (these range between 1 to 3 
  points). The Description is flavor text describing 
  what and how the character came to know this 
  talent. The Prerequisite lists the needed amount 
  of ranks (along with any other requirements) 
  within a certain skill that a character must before 
  the selection of the Talent. The character must 
  already have the amount of ranks along with 
  any other requirements listed within the talents 
  Prerequisites before investing the amount of skill 
  points to purchase the talent. 
  Talent Name: Name of the Talent  [Talent Type: 
  What Knowledge type the talent is associated 
  with] (Talent Cost: The number of skill points 
  must be spent to obtain the talent)
  Description: Role playing aspects of how the 
  talent was gained.
  Prerequisite: The number of skill ranks or other 
  talents required to obtain the skill Talent.
  Benefit: The benefit that the character gains for 
  acquiring the talent.
  Special: Any special rules regarding the talent.
  Skill 
  TalenTS
  Written by: Jason Stoffa   Art & Design by: Rick Hershey
  Edited by: Logan Foley   Published by: Fat Goblin Games
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not en-
  dorse the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compat-
  ibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/
  pathfinderRPG/compatibility for more information on the compatibility license.
  ©2012 Fat Goblin Games. All rights reserved. www.fatgoblingames.com - Open Game Content: All material — including but not limited to art, place 
  and character names, character and setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered 
  Open Game Content.
  
  Tactical Understanding 
  [Knowledge / varies] (1)
  You have studied the way that certain creatures 
  fight and now hold a tactical advantage over such 
  foes.
  Prerequisite: Knowledge (special) 2 ranks
  Benefit: When this Talent is purchased, choose 
  from the following knowledge types: Dun-
  geoneering, Nature, Arcane, Planes, or Religion. 
  1/day your character may choose to gain a +2 
  AC skill bonus against any creature listed within 
  that knowledge type. Activating this Talent is an 
  immediate action that does not incur attacks of 
  opportunity, and must be used before an oppo-
  nent’s attack roll is made. Once activated this bo-
  nus lasts until the start of the player’s next turn.
  Special: This Talent may be selected multiple 
  times. Each time it is selected, a player must 
  choose a different type of Knowledge it applies 
  to.
  Exploit Weakness
  [Knowledge / varies] ( 1)
  The studies of this creature will now come in 
  handy as your character identifies these foes 
  fighting styles, leaving them open for an attack.
  Prerequisite: Knowledge (special) 2 ranks
  Benefit: When this Talent is purchased, choose 
  one knowledge from the following list: Dun-
  geoneering, Nature, Arcane, Planes, or Religion. 
  1/day your character may choose to gain a +2 bo-
  nus to a single attack against any creature listed 
  within that Knowledge type. Activating this Talent 
  is an immediate action that does not incur attacks 
  of opportunity, and, must be used before your at-
  tack roll is made.
  Special: This Talent may be selected multiple 
  times. Each time it is selected, a player must 
  choose a different type of Knowledge it applies 
  to.
  Defensive Dodge 
  [Knowledge / varies] (1)
  Because of your knowledge of how this creature 
  fights in combat, your character is able to side-
  step and dodge the attacks of this foe as they cast 
  spells and move throughout the field of battle.
  Prerequisite: Knowledge (special) 5 ranks;  
  Tactical Understanding (Skill Talent)
  Benefit: When this Talent is purchased, choose 
  a knowledge type from the following list: Dun-
  geoneering, Nature, Arcane, Planes, or Religion. 
  1/day your character can move through, Cast 
  a spell, or perform some other action within a 
  threatened area without suffering an attack of 
  opportunity from a foe whose type is of the se-
  lected knowledge. The use of this Talent must be 
  announced before the action that would incur 
  the attack of opportunity is taken.
  Special: This Talent may be selected multiple 
  times. Each time it is selected, a player must 
  choose a different type of Knowledge.
  Learned Brutality 
  [Knowledge / varies ] (1)
  Through study of these foes the weaknesses of 
  these creatures becomes clear to you. This newly 
  learned knowledge makes you even more of a 
  threat to your foes.
  Prerequisite: Knowledge (special) 7 ranks; Tac-
  tical Understanding (Skill Talent); Exploit Weak-
  ness (Skill Talent)
  Benefit: When this Talent is purchased, choose 
  from the following knowledge types: Dun-
  geoneering, Nature, Arcane, Planes, and Religion. 
  1/day your character can add a bonus to all dam-
  age rolls made during the course of a round equal 
  to ½ his level. Activating this Talent is a swift ac-
  tion that does not incur attacks of opportunity, 
  and must be used before the damage roll is made. 
  Once activated this bonus lasts until the end of 
  that player’s next turn.
  Special: This Talent may be selected multiple 
  times. Each time it is selected, a player must 
  choose a different type of Knowledge.
  Reactive Step 
  [Engineering] (1)
  Your defensive reaction causes you to step back 
  moments before the trap activates. The study of 
  mechanical traps has saved your life more than 
  once.
  Prerequisite: Engineering 3 ranks
  Benefit: 1/day the character gains a +1 bonus 
  on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
  Activating this Talent is an immediate action that 
  does not incur attacks of opportunity, and, must 
  be used before the traps attack roll or characters 
  saving throw is rolled. Once activated this bonus 
  lasts until the end of that player’s next turn.
  Committed Faith 
  [Religion] (1)
  From the first day of admittance into the fold 
  of the faithful, your character has followed each 
  tenet, pact, and devotion set before him by his 
  
  church. A true believer in his righteous cause, his 
  god blesses his actions.
  Prerequisite: Religion 5 (see below), Channel 
  Positive Energy class feature.
  Benefit: 1/day add +1d6 to a single channel 
  positive energy roll. This is a free action and must 
  be added before or the Channel Positive Energy 
  dice are rolled.
  Special: This Talent may be selected multiple 
  times (Once the player has the initial 4 ranks in 
  the religion skill, and again with a total of 9 ranks, 
  14 ranks, and 19 ranks.)
  Resist the Call 
  [Nature] (1)
  Through your study of the enchanted realms 
  of the fey you know of their strange powers and 
  have prepared both your body and mind for the 
  challenge ahead.
  Prerequisite: Knowledge (Nature) 3 ranks
  Benefit: 1/day your character gains a +4 bonus 
  on a single saving throw against the spell-like or 
  supernatural abilities of a fey creature. Activating 
  this Talent is a free action that does not incur at-
  tacks of opportunity, and, must be used before 
  your saving throw roll is made.
  Built Tolerance 
  [Knowledge / varies] (1)
  Many types of creatures use a form of disease, 
  toxin or poison as a natural defense. You have 
  taken the time to study such creatures and have 
  begun to develop a tolerance to these dangers.
  Prerequisite: Knowledge (special) 3 ranks;
  Benefit: When this Talent is purchased, choose 
  one knowledge type from the following list: Dun-
  geoneering, Nature, Arcane, Planes, or Religion. 
  1/day your character may choose to gain a +2 
  bonus to a saving throw vs. disease or poison to 
  any creatures whose listing falls within the cho-
  sen knowledge type. Activating this Talent is an 
  immediate action and must be used before the 
  saving throw roll is made.
  Special: This Talent may be selected multiple 
  times. Each time it is selected, a player must 
  choose a different type of Knowledge it applies 
  to.
  Sanctified Strike 
  [Religion] (2)
  As you complete an ancient prayer learned long 
  ago. As the last words are spoken the blessing takes 
  the form of a flicking blue flame upon your blade.
  Prerequisite: Knowledge (Religion) 8 ranks
  Benefit: 1/day all weapon attacks made by this 
  character are treated as good-aligned for the pur-
  poses of overcoming damage reduction.  Activat-
  ing this Talent is a swift action and, must be used 
  before the attack is made. Once activated this bo-
  nus lasts until the end of that players next turn.
  The Signs are Clear 
  [Knowledge / varies] (1)
  The time your character has spent studying the 
  art of tracking animals, humanoids, and even oth-
  er worldly creatures allows him to recognize the 
  signs of their passage as if it had just occurred.
  Prerequisite: Knowledge (special) 3 ranks, Sur-
  vival 3 ranks
  Benefit: When this Talent is purchased, choose 
  one knowledge type from the following list: Dun-
  geoneering, Nature, Arcane, Planes, or Religion. 
  1/day when making a survival skill check in an at-
  tempt to track foes whose type falls in the select-
  ed knowledge your character may choose reduce 
  the penalties for tracking a foe. The character 
  may reduce the penalty of the following condi-
  tions by 1 for each 3 ranks in Survival that they 
  posses. The use of this Talent must be announced 
  before the Survival check is made.
  Special: This Talent may be selected multiple 
  times. Each time it is selected, a player must 
  choose a different type of Knowledge it applies to.
  Path Finder 
  [Geography] (2)
  Many hours of studying maps and land types al-
  low you to lead your companions over the most 
  difficult terrain much more quickly than others 
  less knowledgeable.
  Prerequisite: Knowledge (Geography) 5 ranks
  Benefit: When this Talent is purchased, choose 
  one Terrain type from the table below. When cal-
  culating movement for that terrain type; use your 
  characters base speed + 10 feet (instead of using 
  the slowest party members speed) to determine 
  distance traveled.
  Terrain Types
  Cold (ice, glaciers, snow, and tundra)
  Desert (sand and wastelands)
  Forest (coniferous and deciduous)
  Jungle
  Mountain (including hills)
  Plains
  Planes (pick one, other than Material Plane)
  Swamp
  Underground (caves and dungeons)
  Urban (buildings, streets, and sewers)
  Water (above and below the surface)
  
  Special: This Talent may be selected multiple 
  times. Each time it is selected, a player must 
  choose a different type of Terrain it applies to.
  Vital Study 
  [Knowledge / varies] (1)
  Many hours of pouring over anatomy charts 
  and information of how best to destroy your foes 
  has left you with comprehensive knowledge of 
  the location and functions of their vital organs.
  Prerequisite: Knowledge (special) 3, Heal 1 
  ranks, Exploit Weakness (Skill Talent), Sneak at-
  tack or Precision based damage class feature
  Benefit: When this Talent is purchased, choose 
  one knowledge type from the following list: Dun-
  geoneering, Nature, Arcane, Planes, or Religion. 
  1/day After a successfully  making an attack  you 
  may add an additional +1d6 to all Sneak attack 
  and precision damage  rolls to a creature whose 
  type is listed in the knowledge that was selected.
  Special: This Talent may be selected multiple 
  times. Each time it is selected, a player must 
  choose a different type of Knowledge it applies 
  to.
  Quick Key 
  [Engineering] (2)
  Many devices (such as locks or mechanical 
  traps) stand no chance against your knowledge of 
  how to disarm them quickly before they function.
  Prerequisite: Disable Device 3 ranks, Reactive 
  step, Engineering 5 ranks
  Benefit: 1/day after a failed Disable Device at-
  tempts your character may make another at-
  tempt as an immediate action. This second at-
  tempt occurs directly after the failure but before 
  the trap activates.
  From Nothing 
  [Arcane] (1)
  Through hardened study and dedication to the 
  practice of the magical arts, you are able to ig-
  nore minor requirements for spell casting replac-
  ing them with sheer force of will.
  Prerequisite: Spell craft 2 ranks, Knowledge (Ar-
  cane) 2 ranks, Arcane Conduit (Skill Talent)
  Benefit: 1/day a single spell of your choosing 
  gains the benefits of the feat Eschew Materials.
  Draw Forth 
  [Arcane] (1)
  Through hardened study and dedication to the 
  practice of the magical arts, you are able to re-
  place requirements for material components in 
  the form of sheer force of will and energy drawn 
  from the either.
  Prerequisite: Spell craft 5 ranks, Knowledge (Ar-
  cane) 5 ranks, Arcane Conduit (Skill Talent), From 
  Nothing (Skill Talent)
  Benefit: This Talent functions exactly the same 
  as From Nothing except that the cost covered by 
  the Eschew Materials increases to 10 gold.
  Arcane Identity 
  [Arcane] (1)
  You have poured through massive tomes to gain 
  knowledge about each type of implement, scroll, 
  wand, and weapon created by mages throughout 
  the world. Identifying this item should be a piece 
  of cake.
  Prerequisite:  Spell craft 1 rank, Knowledge (Ar-
  cane) 5 ranks, Use Magic Device 3 ranks, Arcane 
  Conduit (Skill Talent)
  Benefit: 1/day you may add a bonus equal to 
  your total ranks in Knowledge (Arcane) to iden-
  tify the properties of a magic item using the spell-
  craft skill or towards a Use Magic Device skill roll. 
  Activating this Talent is a swift action that does 
  not incur attacks of opportunity, and must be 
  used before the dice roll is made.
  Arcane Conduit 
  [Arcane] (1)
  Having labored in the research of arcane theo-
  ry for many years, you have discovered a deeper 
  understanding and mastery over the existence of 
  magic.
  Prerequisite: Knowledge (Arcane) 1, Spell Craft 1
  Benefit: 1/day you may add +1 to the DC of any 
  spell or spell like ability that you cast. Activating 
  this talent is a swift action and must be applied 
  to a spell or spell-like ability’s DC before the op-
  ponent’s saving throw is rolled.
  Healing Hymn 
  [Religion] (1)
  The prayers to your deity are devout and 
  through them your powers to heal yourself and 
  others are increased.
  Prerequisite: Knowledge (religion) 3 ranks, 
  Healing 3 ranks, Lay on hands class feature
  
  Benefit: 1/ day your character may add the 
  number of Knowledge (Religion) ranks to the to-
  tal number of Hit Points healed by a lay on hands 
  class feature.
  Special: You may select this Talent more than 
  once, each time that you do it adds to the num-
  ber of times a day that this talent may be used.
  Arcane Mastery 
  [Arcane] (1)
  Through many years of extremely long study 
  the formation of advanced equations involving 
  arcane theory, become clear to you.
  Prerequisite: Knowledge (Arcane) Varies, Spell 
  craft (Varies), Arcane Conduit (Skill Talent), From 
  Nothing (Skill Talent)
  Benefit: 1/day - you may apply the benefits of 
  a Meta magic feat to a single spell based on the 
  number of ranks and invested points you have in 
  this in this Skill Talent. Regardless of the number 
  of point investments, only a single spell per day 
  can be granted the benefits of this skill talent. 
  Activating this Talent is a move action that incurs 
  attacks of opportunity and must be announced as 
  the spell is being cast.
  Arcane Mastery
  Skill Name
  Ranks  
  Required
  Skill 
  Points
  Metamagic 
  Benefit
  Knowledge (Arcane) 
  SpellCraft
  5
  5
  1
  Enlarge Spell            
  Extend Spell 
  Silent Spell 
  Still Spell
  Knowledge (Arcane) 
  SpellCraft
  9
  9
  2
  Empower 
  Spell  
  Knowledge (Arcane) 
  SpellCraft
  13
  13
  3
  Widen Spell
  Maximize
  Spell
  Knowledge (Arcane) 
  SpellCraft
  17
  17
  4
  Quicken 
  Spell
  Special: You may select this Talent more than 
  once, each time that you do must meet the re-
  quired ranks of each prerequisite skill in order to 
  select this skill again.
  Holy Incantation 
  [Religion] (1)
  Through long study, you have committed pow-
  erful holy incantations to memory that have pow-
  er over many outsiders and undead.
  Prerequisite: Religion 7 ranks, Committed Faith 
  (Skill Talent), Exploit Weakness (Outsider or Un-
  dead) Skill Talent
  Benefit: 1/day - as a standard Action your char-
  acter can make a Knowledge ( Religion ) Check DC 
  15 + Target Creatures CR to stagger that creature 
  with no saving throw. Only Evil Outsiders and un-
  dead can be affected by this skill Talent.
  Consuming Hymn 
  [Religion] (2)
  Through long study, you have committed pow-
  erful holy incantations to memory that have pow-
  er over many outsiders and undead.
  Prerequisite: Religion 15 ranks, Committed 
  Faith (Skill Talent), Exploit Weakness (Outsider or 
  Undead) Skill Talent, Holy Incantation Skill Talent
  Benefit: 1/day as a standard action your char-
  acter can make a Knowledge ( Religion ) Check 
  DC 20 + Target Creatures CR to Stun that creature 
  for 1 round with no saving throw. For each 10 
  points in which you succeeded the religion check, 
  add 1 round to the duration that the creature is 
  stunned.  While stunned that creature drops ev-
  erything held, can’t take actions, takes a –2 pen-
  alty to AC, and loses its Dexterity bonus to AC (if 
  any). Only Evil Outsiders and Undead can be af-
  fected by this skill Talent.
  Trustful Boasting 
  [Knowledge Local] (1)
  Your knowledge of the surrounding city, town, 
  or village make you seem more trustworthy to 
  the local population. With a quick joke, or rumor 
  those whom you speak to regard you as one of 
  their own.
  Prerequisite: Knowledge (Local) 5 ranks, Diplo-
  macy 3 ranks, Street Wise (Skill Talent)
  Benefit: 1/day use this talent before making 
  a Diplomacy check. You may use this ability to 
  shift the targets attitude one-step higher towards 
  helpful. You may not use this ability on a creature 
  with the starting attitude of hostile. The target of 
  this ability must share a common language with 
  you.
  Street Wise 
  [Knowledge Local] (1 )
  Ever since you first set foot into this city you 
  have taken time to listen to the conversations 
  around you. From this practice you have learned 
  many things.
  
  Prerequisite: Knowledge (Local) 1 rank
  Benefit: When this Talent is purchased, choose 
  a region within the world. This should be selected 
  with the help of your GM. This talent provides a 
  +1 skill bonus to all Knowledge (Local) and Diplo-
  macy checks while within the chosen region.
  Known Shadows 
  [Knowledge Local] ( 1 )
  You have traveled the city’s streets for many 
  years. Through the busy market, docks, and al-
  leys you have found the places in which to walk 
  unseen.
  Prerequisite: Knowledge (Local) 4 ranks, Stealth 
  3 ranks, Street Wise ( Skill Talent)
  Benefit: Once per day, a swift action you can 
  make a knowledge local check DC 10. If the check 
  is successful, you may add a +2 circumstance bo-
  nus to your stealth check. This bonus increases 
  by +1 for each 5 points in which the DC was ex-
  ceeded.
  Structural Weakness 
  [Engineering] (1)
  With but a glance your studies have allowed you 
  to spot the weakness in all objects. With proper 
  leverage and force nothing can stand in your way.
  Prerequisite: Knowledge (Engineering) 3 ranks,  
  Perception 3 ranks
  Benefit: 1/Day - You may add a bonus equal to 
  the number of ranks you posses in Knowledge 
  (Engineering) when attempting to break an ob-
  ject. If used in combat you may instead choose 
  to add a +2 skill bonus when attempting a sunder 
  combat maneuver.
  Borrowed Name 
  [Nobility] (1)
  Your interest in the nobility of this city has al-
  lowed you time to study them and the way that 
  they act and speak, and to be able to impersonate 
  them with great ease.
  Prerequisite: Knowledge (Nobility) 5 ranks, 
  Knowledge (Local) 3 ranks, Disguise 3 ranks, 
  Street wise (Skill Talent)
  Benefit: 1/Day - When attempting to disguise 
  yourself as a member of nobility in a particular re-
  gion (This region must be the same as the one cho-
  sen for the Streetwise Skill Talent) you can make a 
  DC 10 Knowledge (Local) check to add a +2 to your 
  Disguise check. This bonus increases by +1 for each 
  5 points in which the check was exceeded by.
  Land’s Lore 
  [History] (2)
   The Legends of these lands have been passed 
  from those who have traveled these lands time 
  and time again.
  Prerequisite: Knowledge (History) 12 ranks, 
  Knowledge (Geography) 10 ranks, Survival 7 
  ranks, Pathfinder (Skill Talent), Secrets Unbound 
  (Skill Talent)
  Benefit:  A character gains the benefit of legend 
  lore (as per the spell) when traveling into regions 
  and places of historical significance. The martial 
  components of the spell are replaced by a map 
  worth at least 250 gold pieces of the region in 
  which the Land’s Lore Talent is being used and be-
  comes a focus rather than being consumed in the 
  casting. The casting time of the spell is reduced to 
  1d4 x 10 minutes and always reveals any preva-
  lent threats and sizable treasure within 50 miles 
  of the talents use.
  Defensive Terrain 
  [Geography] (1)
  Your study of the surrounding lands has led you 
  to understand the tactics of that particular ter-
  rain. Your foes have little chance of besting you 
  here.
  Prerequisite: Knowledge (Geography) 8, Sur-
  vival 3 ranks, Path Finder (Skill Talent)
  Benefit: 1/day - While in a chosen terrain (this 
  must be the same terrain as the one chosen 
  for the Pathfinder Skill Talent) a character may 
  choose to gain one of the following benefits. Each 
  of these benefits last a number of rounds equal to 
  the character’s ranks in Knowledge (Geography).: 
  Gain a +2 to all stealth checks; Gain the ability to 
  move into and out of rough terrain (including the 
  ability to make a 5 foot step and charge through) 
  without movement penalties; Gain a +1 Skill bo-
  nus to AC; Gain a +1 to all attacks, or to all Dam-
  age rolls. These abilities function only while in the 
  chosen terrain type.
  
  Secrets Unbound 
  [History] (1)
  Early on in life, you have striven to bring the 
  truth, no matter what the cost to those who seek 
  it. Be it horrible relations or divine lies these se-
  crets should be brought to the light of day and 
  you forever quest to unearth them at every turn.
  Prerequisite: Knowledge (History) 3 ranks, 
  Sense motive 2 ranks
  Benefit: Once per day,- when attempting a 
  Sense Motive check your character may make a 
  DC 10 Knowledge (History) check. If successful 
  you may add a +2 to your sense motive roll. This 
  bonus increases by +1 for each 5 points in which 
  the check was exceeded by.
  
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo
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  Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.
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  the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility
   for more information on the compatibility license.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Au-
  thor: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
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  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
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  Skill Traits. Copyright 2012, Fat Goblin Games, Rick Hershey and Jason Stoffa
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Skill Talents.pdf