TEXT: TALENT
  CATEGORY
  RANK 1
  RANK 2
  RANK 3
  Path of Healing
  Druid
  Cast Healing, rank 1
  Cast Healing, rank 2
  Cast Healing, rank 3
  Path of Shifting Shapes
  Druid
  Cast Shapeshifting, rank 1
  Cast Shapeshifting, rank 2
  Cast Shapeshifting, rank 3
  Path of Sight
  Druid
  Cast Awareness, rank 1
  Cast Awareness, rank 2
  Cast Awareness, rank 3
  Path of the Blade
  Fighter
  When you hit, spend WP to ignore armor
  After using all actions, spend 
  WP to attack again
  When you hit, spend WP to 
  add 1 damage each
  Path of the Enemy
  Fighter
  Spend WP to see a card from foe’s hidden 
  combination before deciding yours
  As rank 1, but you decide whether the 
  foe reveals the first or second card
  As rank 1, but your foe must 
  reveal both cards
  Path of the Shield
  Fighter
  Spend WP to Parry for a friend
  Spend WP to Parry without it 
  counting as an action
  If you Parry successfully, spend WP 
  to reduce damage by 1 each
  Path of the Arrow
  Hunter
  When you hit, spend WP to ignore armor
  After using all actions, spend WP 
  to attack again if Prepared
  When you hit, spend WP to 
  add 1 damage each
  Path of the Beast
  Hunter
  Spend WP to have your animal scout
  Spend WP to recover points in 
  a Broken attribute, 1 each
  Spend WP to have your animal attack
  Path of the Forest
  Hunter
  Spend WP to succeed with Forage, 
  Hunt, or Lead the Way
  Spend WP to succeed at enduring cold
  Spend WP to not have to eat 
  or drink one full day
  Path of the Hymn
  Minstrel
  Spend WP to let a comrade recover 
  points in a Broken attribute, 1 each
  Spend WP let 1 comrade each 
  recover 1 in an attribute
  Grant WP to a friend
  Path of the Song
  Minstrel
  Spend WP to attract attention 
  and penalized Scouting
  Spend WP to earn 1 silver each
  Spend WP to inflict 1 Strength 
  damage each; resisted by Insight
  Path of the Warcry
  Minstrel
  Spend WP to grant attack bonuses 
  to comrades, +1 each
  Spend WP to penalize foes, –1 each
  Spend WP to inflict 1 Wits damage 
  each; resisted by Insight
  Path of Gold
  Peddler
  Spend up to 4 WP to reduce 
  price by 1/5 each
  Spend WP to detect and find valuables
  Spend WP to find 1 gold 
  each in your pockets
  Path of Lies
  Peddler
  Spend WP to tell whether an NPC is lying
  Spend WP to succeed at Manipulate
  When you Manipulate and succeed, spend 
  WP to avoid doing something in return
  Path of Many Things
  Peddler
  Spend WP to find an item 
  that costs 1 silver each
  As rank 1, but including weapons
  As rank 2, but it can cost 1 gold each
  Path of the Companion
  Rider
  If Broken, spend WP to have 
  your horse stay by you
  If Broken, spend WP to recover in 
  the broken attribute, 1 each
  Spend WP to have horse kick in combat
  Path of the Knight
  Rider
  When mounted, spend WP to draw 
  extra initiative cards, 1 each
  When mounted, spend WP to 
  cancel 1 attack X each
  When a mounted attack succeeds, spend 
  WP to increase damage by 1 each
  Path of the Plains
  Rider
  Spend WP to move an extra 
  hex per Quarter Day
  Spend WP to escape combat without rolling
  Spend WP to increase mount’s Movement 
  Rate by 1 each for one round
  Path of the Face
  Rogue
  Spend WP to impersonate someone 
  of the same sex and kin
  As rank 1, but mimic voice and demeanor
  As rank 2, but including another sex or kin
  Path of the Killer
  Rogue
  Spend WP to increase Sneak 
  Attack damage, 1 each
  Spend WP to escape restraints 
  or small openings
  Spend WP to hypnotically force a 
  target to perform an action later
  TALENTS
  
  TALENT
  CATEGORY
  RANK 1
  RANK 2
  RANK 3
  Path of Poison
  Rogue
  Spend WP to produce lethal 
  poison of Potency 3 each
  As rank 1 but produce other types of poison
  As rank 2 but have it already 
  applied to a weapon
  Path of Blood
  Sorcerer
  Cast Blood Magic, rank 1
  Cast Blood Magic, rank 2
  Cast Blood Magic, rank 3
  Path of Death
  Sorcerer
  Cast Death Magic, rank 1
  Cast Death Magic, rank 2
  Cast Death Magic, rank 3
  Path of Signs
  Sorcerer
  Cast Symbolism, rank 1
  Cast Symbolism, rank 2
  Cast Symbolism, rank 3
  Path of Stone
  Sorcerer
  Cast Stone Song, rank 1
  Cast Stone Song, rank 2
  Cast Stone Song, rank 3
  Ambidextrous
  General
  Secondary attack; fast action; Light; –2
  As rank 1 but with a normal weapon
  As rank 2 and not penalized
  Axe Fighter
  General
  +1 to axe attacks
  When you inflict damage with an 
  axe, automatically inflict a critical
  Add d8 Artifact Die to axe attacks
  Berserker
  General
  When Broken, recover 1 per rank and keep fighting until Broken again or all foes are Broken; +1 damage; immune to Manipulate
  Bowyer
  General
  Use Crafting to make ranged weapons
  As rank 1, but may roll at –2 
  to add +1 Weapon Bonus
  As rank 2, but may roll at –4 
  to add +2 Weapon Bonus
  Brawler
  General
  +1 with unarmed attacks
  Headbutt as a fast action
  Add d8 Artifact Die to unarmed attacks
  Builder
  General
  Build advanced stronghold functions
  +1 when building a stronghold function
  Add d8 Artifact Die when building
  Chef
  General
  Turn d6 units of Vegetables, 
  Meat, or Fish into Food
  +1 unit of Food
  People who eat your food recover 1 Empathy
  Cold Blooded
  General
  Perform a Coup de Grace without rolling
  As rank 1, and no need to spend 
  WP or take Empathy damage
  As rank 2, but recover 1 Empathy
  Defender
  General
  One free Parry each round
  +1 to Parry
  Parry any number of attacks; only 
  the first counts as an action
  Dragonslayer
  General
  +1 to attacks against monsters
  +1 damage against monsters
  Add d8 Artifact Die to attacks on monsters
  Executioner
  General
  When you inflict a critical, reroll 
  once and keep the high roll
  As rank 1, but reverse the 
  digits in the d66 roll
  Choose the critical result
  Fast Footwork
  General
  Dodge free once per round
  +1 with Dodge
  Dodge any number of attacks; only 
  the first counts as an action
  Fast Shooter
  General
  No need to Prepare before 
  Shooting (not crossbows)
  Can Shoot and Run at the same time
  Can Shoot as a fast action
  Fearless
  General
  Roll Insight as “armor” against fear 
  attacks; does not count as an action
  May have fear damage 
  Empathy instead of Wits
  Immune to fear attacks
  Firm Grip
  General
  Disarming you requires an extra X
  Disarming you requires to extra X
  You cannot be disarmed
  Fisher
  General
  +1 Survival if you Fish
  Fishing counts as Resting
  Catch double the amount of Fish
  Hammer Fighter
  General
  +1 with Blunt weapons
  Blunt weapons inflict at least 1 
  damage regardless of armor
  Add d8 Artifact Die with Blunt weapons
  Herbalist
  General
  +1 Survival if you Forage
  Foraging counts as Resting
  Find double the amount of Vegetables
  Horseback Fighter
  General
  Can Shoot a bow or sling when riding
  +1 to melee attacks when mounted
  Mounted charge with d8 Artifact Die
  Incorruptible
  General
  +1 Insight vs. Manipulate
  Add d8 Artifact Die vs. Manipulate
  Cannot be Manipulated
  Knife Fighter
  General
  +1 with knife or dagger
  Stab as a fast action with knife or dagger
  Add d8 Artifact Die with knife or dagger
  Lightning Fast
  General
  Draw 2 initiative cards, not 1
  Draw 3 initiative cards, not 1
  Draw 4 initiative cards, not 1
  
  TALENT
  CATEGORY
  RANK 1
  RANK 2
  RANK 3
  Lockpicker
  General
  +1 with Sleight of Hand when picking locks
  Roll to escape chains or ropes
  Add d8 Artifact Die when picking a lock
  Lucky
  General
  Critical injury? Reroll and keep the low roll
  As rank 1, but you can reverse the d66 digits
  As rank 1, but you can choose the injury
  Master of the Hunt
  General
  +1 Survival when Hunting
  Hunting counts as Resting
  When Hunting, roll two D6s on 
  the animals table and choose
  Melee Charge
  General
  Attack or Shove after moving from Near
  +1 to attack when you Charge
  Add d8 Artifact Die when you Charge
  Pack Rat
  General
  Carry two more items than usual
  Carry five more items than usual
  Carry ten more items than usual
  Pain Resistant
  General
  When you take 1 damage, don’t lose 
  attack in the same step (page 96)
  Never lose your attack because of damage
  Recover 1 Agility, Empathy, or Wits 
  per point of Strength damage taken
  Pathfinder
  General
  +1 Survival when you Lead the Way on land
  Leading the Way counts as 
  Resting when on land
  Add d8 Artifact Die to Survival 
  when you Lead the Way on land
  Poisoner
  General
  Roll Crafting to make poisons
  As rank 1, and +1 to the roll
  As rank 2, and add d8 Artifact Die to the roll
  Quartermaster
  General
  +1 Survival when you Make Camp
  After you Make Camp, the person 
  Keeping Watch gains +2 to Scouting
  Add d8 Artifact Die when you Make Camp
  Quickdraw
  General
  Draw a Light weapon without an action
  As rank 1 but with a normal weapon
  As rank 2 but with a Heavy weapon
  Sailor
  General
  +1 Survival when you Lead the Way at sea
  Leading the Way counts as 
  Resting when at sea
  Add d8 Artifact Die to Survival 
  when you Lead the Way at sea
  Sharpshooter
  General
  +1 to Shoot a bow or crossbow
  Shoot a bow or crossbow at Short 
  or Long range without penlty
  Add d8 Artifact Die with a bow or crossbow
  Sharp Tongue
  General
  When you Manipulate, inflict 1 
  Empathy damage per extra X
  +1 Manipulate if you insult your opponent
  Add d8 Artifact Die to Manipulate 
  if you insult your opponent
  Smith
  General
  Use Crafting to make arms an armor; 
  turn Ore into Iron at a Forge
  As rank 1, but may roll at –2 
  to add +1 Weapon Bonus
  As rank 2, but may roll at –4 
  to add +2 Weapon Bonus
  Spear Fighter
  General
  +1 with spear, pike, halberd, or trident
  Strike an opponent who moves to Arm’s 
  Length before the target can attack you
  Add d8 Artifact Die with spear, 
  pike, halberd, or trident
  Steady Feet
  General
  Shoving you to the ground requires 2 X
  You cannot be Shoved to the ground
  You can get up from prone 
  without spending an action
  Sword Fighter
  General
  +1 Attack and Parry with a sword
  Slash two enemies as a single 
  action; roll for each Slash
  Add d8 Artifact Die with a sword
  Tailor
  General
  Roll Crafting to turn d6 Wool into Cloth; 
  with a shop, make more and sew clothes
  As rank 1, but may roll at –2 to make 
  clothes that are twice as valuable
  As rank 1, but may roll at –4 to make 
  clothes that are four times as valuable
  Tanner
  General
  Roll Crafting to turn d6 Pelts to Leather; 
  with a Tannery, make leather armor
  As rank 1, but may roll at –2 to make 
  armor with +1 Armor Rating
  As rank 1, but may roll at –4 to make 
  armor with +2 Armor Rating
  Threatening
  General
  Roll Might instead of Manipulate; 
  they cannot demand anything 
  in return but can attack
  +1 Might when threatening
  As rank 2, and add d8 Artifact Die 
  to Might when threatening
  Throwing Arm
  General
  +1 when attacking with a 
  thrown weapon or sling
  Attacks with a thrown weapon 
  or sling have Long range
  Add d8 Artifact Die with a 
  thrown weapon or sling
  Wanderer
  General
  +1 to Endurance in a forced march
  Endurance always succeees in a forced march
  Hiking counts as Resting
  
SOURCE: textdata/thevault/Forbidden Lands (Year Zero Engine) [multi]/3rd Party/Forbidden Lands Talents.pdf