TEXT: 22 TALENT TREES
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  22 TALENT TREES
  2
  CONTENTS
  INTRODUCTION ................................................................................................... 3
  STRONG HERO ................................................................................................... 4
  Brute Talent Tree ........................................................................................................................... 4
  Heavy Load Talent Tree ................................................................................................................ 4
  Hurling Talent Tree ....................................................................................................................... 4
  Like A Rock Talent Tree ................................................................................................................ 4
  Mighty Talent Tree......................................................................................................................... 4
  FAST HERO ........................................................................................................ 5
  Elusive Talent Tree ........................................................................................................................ 5
  Finesse Talent Tree ........................................................................................................................ 5
  Need For Speed Talent Tree .......................................................................................................... 6
  Quicker Than the Eye Talent Tree................................................................................................ 6
  TOUGH HERO..................................................................................................... 6
  FX Resistance Talent Tree............................................................................................................. 6
  Toxin Resistance Talent Tree ........................................................................................................ 7
  SMART HERO ..................................................................................................... 7
  Fast Learner Talent Tree ............................................................................................................... 7
  Quick Thinking Talent Tree .......................................................................................................... 7
  Tactical Talent Tree ....................................................................................................................... 8
  DEDICATED HERO .............................................................................................. 8
  Animal Friendship Talent Tree ..................................................................................................... 8
  Oracle Talent Tree ....................................................................................................................... 10
  Selfless Talent Tree ...................................................................................................................... 11
  Virtuous Talent Tree .................................................................................................................... 11
  CHARISMATIC HERO......................................................................................... 12
  Efficacious Talent Tree................................................................................................................ 12
  Facetious Talent Tree .................................................................................................................. 13
  Intimidating Talent Tree.............................................................................................................. 13
  Pulchritudinous Talent Tree ....................................................................................................... 14
  TREAT INJURY .................................................................................................. 14
  TRANSPLANT SURGERY ....................................................................................................... 14
  OTHER SUPPLEMENTS......................................................................................................... 15
  OPEN GAME LICENSE Version 1.0a ......................................................................... 19
  
  22 TALENT TREES
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  INTRODUCTION
  This supplement includes twenty-two new talent trees for the
  d20 Modern RPG system. These talent trees were developed
  during the play-testing phase of Hell on Earth, the d20 WWII
  supplement from Bloodstone Press. However, do not let that
  stop you from using them in any other sort of Modern setting.
  There are also a few talent trees here that offer a slight fantasy
  feel, for those who like using the Modern rules for sword and
  sorcery adventure.
  Many of these talents have been extrapolated from other
  previously published OGC sources, including the SRD. Others
  have been developed from scratch. Although all have been
  rigorously considered, clarifications may still be in order. If
  you have any questions or need clarification concerning these
  rules do not hesitate to contact us at questions@bloodstone-
  press.com. we will do our best to get you an answer and we
  will try to make suitable adjustments to future releases of this
  material.
  RELATED MATERIAL
  The d20 Modern Core Rules are required to use this
  supplement. Talents followed by an “(SRD)” notation can be
  found in the d20 Modern SRD. Furthermore, many of these
  talent trees are suitable for use with Hell on Earth, the WWII
  d20 Modern supplement from Bloodstone Press. Animals with
  a “[PC]” notation after them can be found in Chapter 12 of
  the Primal Codex. Animals with a “[BL]” notation after them
  can be found in the Bane Ledger.
  OGC
  Only the talent trees, their component talents, and character
  types are classified as Open Content. These Open Game
  Content portions of this book are hereby added to Open Game
  Content and if so used, should bear the COPYRIGHT
  NOTICE “22 Talent Trees, ©2003 Bloodstone Press.”
  All other material contained in this document is hereby
  designated as Product Identity. This material includes, but is
  not limited to, all art, the Bloodstone Press logo and name,
  the Introduction section, Related Material section and the
  cover images and copy text in the Appendix.
  LEGAL STUFF
  The “d20 System” and the “d20 System” logo are Trademarks
  owned by Wizards of the Coast and are used according to the
  terms of the d20 System License version 1.0. A copy of the
  License can be found at www.wizards.com/d20. Dungeons &
  Dragons®, Dungeon Master®, and Wizards of the Coast®
  are Registered Trademarks of Wizards of the Coast, and are
  used with permission.
  “Bloodstone Press,” and the Bloodstone Press logo are
  trademarks owned by Bloodstone Press. Some portions of this
  book which are Open Game Content originate from the System
  Reference Document and are ©1999–2003 Wizards of the
  Coast, Inc. The remainder of this material is protected under
  the copyright laws of the United States of America (copyright
  2003). Any reproduction or unauthorized use of the material
  or artwork contained herein is prohibited without the express
  written permission of Bloodstone Press.
  This product is a work of fiction. Any similarity to actual
  people, places, organizations or events is purely coincidental.
  CREDITS
  Design and Development: J.C. Alger
  Editing: Chris Cant
  Cover Art: William McAusland (http://
  www.artmotive.com/mcausland.html)
  Interior Art: William McAusland (http://
  www.artmotive.com/mcausland.html)
  
  22 TALENT TREES
  4
  STRONG HERO
  Brute Talent Tree
  Heroes with these talents are remarkably forceful and powerful
  when grappling.
  Rough: The Strong hero receives a +1 bonus to all Grapple
  and Trip checks.
  Rowdy: The Strong hero receives an additional  +1 bonus
  to all Grapple and Trip checks (+2 total).
  Prerequisite: Rough.
  Brutal: The Strong hero receives an additional  +1 bonus
  to all Grapple and Trip checks (+3 total).
  Prerequisites: Rough, Rowdy.
  Heavy Load Talent Tree
  Heroes with this talent tree are capable of carrying excessively
  heavy loads on their backs.
  Heavy Load: The character’s carrying capacity is calculated
  as if his Strength score were one point higher than it actually
  is.
  Greater Heavy Load: The character’s carrying capacity
  is calculated as if his Strength score were two points higher
  than it actually is.
  Prerequisite: Heavy Load.
  Improved Heavy Load: The character’s carrying capacity
  is calculated as if his Strength score were three points higher
  than it actually is.
  Prerequisite: Heavy Load, Greater Heavy Load.
  Maximum Heavy Load: The character’s carrying capacity
  is calculated as if his Strength score were four points higher
  than it actually is.
  Prerequisite: Heavy Load, Greater Heavy Load, Improved
  Heavy Load
  Hurling Talent Tree
  Heroes with talents from this tree are skilled at utilizing their
  immense upper body strength to throw objects much farther
  than other characters can.
  Hurl: The maximum range at which the character can throw
  objects is increased to seven range increments.
  Great Hurl: The maximum range at which the character
  can throw objects is increased to ten range increments.
  Prerequisite: Hurl.
  Mighty Hurl: The maximum range at which the character
  can throw objects is increased to twelve range increments.
  Prerequisites: Hurl, Great Hurl.
  Like A Rock Talent Tree
  Strong heroes with these talents have toned their bodies into
  rock hard specimens of physical fitness. This strengthening
  grants the character a natural armor bonus to his Defense.
  Strengthened Body: The hero gains a +1 natural armor
  bonus to his Defense.
  Hardened Body: The hero gains an additional  +1 natural
  armor bonus to his Defense (+2 total).
  Prerequisite: Strengthened Body.
  Solid as a Rock: The hero gains an additional  +1 natural
  armor bonus to his Defense (+3 total).
  Prerequisites: Strengthened Body, Hardened Body.
  Mighty Talent Tree
  Strong heroes with this talent tree are capable of drawing
  upon their immense strength to resist adverse situations and
  conditions.
  Might: Once per day, the Strong hero with this talent can
  add his Strength modifier as a morale bonus to any one saving
  throw.
  
  22 TALENT TREES
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  Mighty Fortitude: With this talent, the Strong hero adds
  his Strength modifier as a morale bonus to all of his Fortitude
  saving throws. This effect is not cumulative with the bonus
  gained from the Might talent unless the hero also has the
  Incredible Might talent.
  Prerequisite: Might.
  Mighty Reflexes: Strong heroes with this talent add their
  Strength modifier as a morale bonus to all Reflex saving
  throws. This effect is not cumulative with the bonus gained
  from the Might talent unless the hero also has the Incredible
  Might talent.
  Prerequisite: Might.
  Mighty Will: With this talent, the Strong hero adds his
  Strength modifier as a morale bonus to all of his Will saving
  throws. This effect is not cumulative with the bonus gained
  from the Might talent unless the hero also has the Incredible
  Might talent.
  Prerequisite: Might.
  Incredible Might: With this talent, the Strong hero can
  add the benefits from his Might talent to the bonus gained
  from any of his other talents in this tree, effectively adding
  double his Strength modifier to his saving throw. He may do
  this only one time per day.
  Prerequisites: Might, Mighty Fortitude, Mighty Reflexes,
  Mighty Will.
  FAST HERO
  Elusive Talent Tree
  Fast heroes with this talent tree are known for their uncanny
  ability to avoid attacks and to wriggle free of bonds or grapples.
  Slippery: A Fast hero with this talent gains a +3 bonus to
  all Escape Artist checks, including those made to escape a
  grapple.
  Fancy Footwork: The Fast hero gains a +1 Dodge bonus
  to his Defense against all attacks directed at him, provided
  he is not flat footed or otherwise denied his Dexterity bonus
  to Defense.
  Creeping Reflexes: The Fast hero has remarkably keen
  reactions, enabling him to excel at certain skills.  The hero
  with this talent adds his base Reflex saving throw bonus to
  all Hide and Move Silently checks.
  Prerequisite: Slippery.
  Improved Fancy Footwork: The Fast hero gains a +2
  dodge bonus against all attacks directed at him, provided he
  is not flat footed or otherwise denied his Dexterity bonus to
  Defense.
  Prerequisite: Fancy Footwork.
  Celeritous Skulking: The fast hero with this talent can
  move at normal speed without suffering the –5 penalty to his
  Hide check.
  Prerequisites: Slippery, Creeping Reflexes.
  Finesse Talent Tree
  Fast heroes with these talents are skilled at using small, light
  weapons with deadly speed and precision. Although rapiers
  and chains are not light weapons, they can also be used with
  these talents.
  Weapon Finesse: Fast heroes with this talent can use their
  Dexterity bonus instead of Strength bonus for all attack rolls
  made with one specific light melee weapon. The type of
  weapon must be selected at the time this talent is taken and
  cannot be changed.
  Masterful Finesse: Fast heroes with this talent can use their
  Dexterity bonus instead of Strength bonus for all attack rolls
  made with any light melee weapon with which they are
  proficient.  The type of weapon must be selected at the time
  this talent is taken and cannot be changed. Prerequisite:
  Weapon Finesse.
  Rapid Precision: The swift melee blows of the Fast hero strike
  with such speed and accuracy that the damage is increased by
  the hero’s Dexterity modifier in addition to his Strength
  modifier.
  Prerequisites: Weapon Finesse, Masterful Finesse.
  
  22 TALENT TREES
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  Prerequisites: Surface Vehicle Operation, Drive 4
  ranks, Driven to Drive.
  Quicker Than the Eye Talent Tree
  Fast heroes with this talent tree can spend an Action
  Point to begin moving so rapidly that they are actually
  quicker than the eye, appearing as blurring streaks of
  color. This effect causes them to gain a concealment-
  based miss chance against all attacks directed at them.
  Quick: By spending one Action Point, the Fast
  hero begins moving so rapidly that all attacks against
  him suffer a miss chance of 20%. This miss chance
  persists for 3 rounds plus 1 round per Fast hero level.
  Quicker: When the hero spends an Action Point
  to gain a miss chance, that chance is increased by
  10% (total 30%).
  Prerequisite: Quick.
  Quickest: When the hero spends an Action Point
  to gain a miss chance, that chance is increased by
  10% (total 40%).
  Prerequisites: Quick, Quicker.
  Quickest of Them All: When the hero spends an Action
  Point to gain a miss chance, that chance is increased by 10%
  (total 50%).
  Prerequisites: Quick, Quicker, Quickest.
  TOUGH HERO
  FX Resistance Talent Tree
  The Tough hero is especially resistant to the effects of
  mysticism, magic, and FX powers.
  FX Resistance: Heroes with this talent gain spell resistance
  equal to their Tough hero class level +8.
  Improved FX Resistance: Heroes with this talent gain spell
  resistance equal to their Tough hero class level +10.
  Prerequisite: FX resistance.
  Need For Speed Talent Tree
  Fast heroes with this talent tree possess exceptional driving
  skill and can perform high-speed stunts that other characters
  can only dream about.
  Driven to Drive: Fast heroes with this talent are so
  comfortable behind the wheel that driving is second nature to
  them. As a result, their innate reflexes enhance their driving
  skills allowing the Fast hero to add his base Reflex saving
  throw bonus to all of his Drive checks.
  Prerequisites: Surface Vehicle Operation, Drive 4 ranks.
  Speed Racer: When driving at All-Out speed, the Fast hero
  with this talent gains a +2 bonus to all Drive checks.
  Prerequisites: Surface Vehicle Operation, Drive 4 ranks,
  Driven to Drive.
  Offensive Driving: All attacks made from a vehicle driven
  by a character with this talent gain a +2 bonus to their attack
  rolls.
  Prerequisites: Surface Vehicle Operation, Drive 4 ranks,
  Driven to Drive.
  Speed Demon: With this talent, the Fast hero becomes
  skilled at pushing a surface vehicle he is driving to extreme
  limits of speed.  This ability increases the vehicle’s top speed
  5 spaces on the vehicle scale.
  
  22 TALENT TREES
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  Greater FX Resistance: Heroes with this talent gain spell
  resistance equal to their Tough hero class level +12.
  Prerequisites: FX Resistance, Improved FX Resistance.
  Maximum FX Resistance: Heroes with this talent gain
  spell resistance equal to their Tough hero class level +14.
  Prerequisites: FX Resistance, Improved FX Resistance,
  Greater FX Resistance.
  Toxin Resistance Talent Tree
  Tough heroes with this talent tree are remarkably capable of
  enduring harmful chemicals and infectious diseases.
  Apocrustic Resistance: Tough heroes with this talent tree
  gain a +4 bonus to all saving throws made against strong
  odors such as those produced by a troglodyte or a sewer.
  Toxin Resistance: Tough heroes with this talent tree gain
  a +4 bonus to all saving throws made against poison.
  Prerequisite: Apocrustic Resistance.
  Disease Resistance: Tough heroes with this talent tree
  gain a +4 bonus to all saving throws made against disease.
  Prerequisite: Apocrustic Resistance.
  SMART HERO
  Fast Learner Talent Tree
  Smart heroes not only think faster than others, they absorb
  information much faster too.
  Fast Learner: When the character takes this feat and every
  time he gains a level as a Smart hero thereafter, he gains 2
  additional skill points to divide up among his various skills
  as he sees fit.
  Improved Learning: Characters with this talent are always
  one step ahead of their peers when it comes to education. The
  maximum ranks they can have in any Smart hero class skill
  is 4 + total character level rather than 3 + total character
  level, as is normal for characters without this talent.
  Prerequisite: Fast Learner.
  Broad Knowledge: Heroes with this talent are familiar
  with a wide range of topics, making them capable of greater
  proficiency in unfamiliar areas. This talent allows their
  maximum ranks in all cross class skills to increase to a number
  that is equal to 75% of their class level +3, rounded down.
  Prerequisite: Fast Learner.
  Cross Training: The Smart hero may pick any three cross
  class skills, such as Hide, or Sense Motive. These skills
  thereafter become class skills for the Smart hero.
  This talent can be taken multiple times. Each time it applies
  to three new skills.
  Prerequisites: Fast Learner, Broad Knowledge.
  Quick Thinking Talent Tree
  Smart heroes with this talent tree are capable of such rapid
  extrapolations of logic that they gain bonuses on various
  checks and rolls, thanks to their sharp minds.
  Keen Reflex: Smart heroes with this talent add their
  Intelligence modifier in addition to any other modifiers that
  normally apply to all Reflex saving throws.
  Keenly Skilled: Select one of the skills listed in the
  following paragraph. The Smart hero adds a bonus equal to
  his Intelligence modifier in addition to his normal modifiers
  when making a check with that skill. A smart Hero can take
  this talent multiple times; each time it applies to a different
  skill.
  Bluff, Climb, Diplomacy, Disguise, Drive, Handle Animal,
  Jump, Perform (any single skill), Pilot, Profession (any single
  skill), Ride, Sense Motive, Survival, and Swim.
  
  22 TALENT TREES
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  DEDICATED HERO
  Animal Friendship Talent Tree
  These heroes are especially devoted to the care and well-
  being of the lesser creatures of the earth. Through their bond,
  they develop a kinship with animals and are constantly in
  their company.
  Animal Affinity: Dedicated heroes with this talent gain a
  +3 bonus to all Handle Animal Checks.
  Wild Empathy: A Dedicated hero can improve the attitude
  of an animal. This ability functions just like a Diplomacy
  check made to improve the attitude of a person. The Dedicated
  hero rolls 1d20 and adds her Dedicated hero level and her
  Charisma modifier to determine the wild empathy check
  result.
  The typical domestic animal has a starting attitude of
  indifferent, while wild animals are usually unfriendly.
  To use wild empathy, the Dedicated hero and the animal
  must be able to study each other, which means that they must
  be within 30 feet of one another under normal conditions.
  Generally, influencing an animal in this way takes 1 minute
  but, as with influencing people, it might take more or less
  time.
  A Dedicated hero can also use this ability to influence a
  magical beast with an Intelligence score of 1 or 2, but she
  takes a –4 penalty on the check.
  Prerequisite: Animal Affinity.
  Animal Friendship: With this talent, the Dedicated hero
  spends an Action Point to beguile any creature of the animal
  type.  To use this ability, the hero must be within 30 feet of
  the intended target animal. Attempting to beguile the animal
  is a standard action that provokes an attack of opportunity.
  Perspicacious Response: Smart heroes with this talent add
  their Intelligence bonus to their Initiative checks in addition
  to their Dexterity modifier and any other modifiers that
  normally apply to Initiative checks.
  Greater Perspicacious Response: Smart heroes with this
  talent add their base Will saving bonus to their Initiative
  checks in addition to their Intelligence modifier, Dexterity
  modifier and any other modifiers that normally apply to
  Initiative checks.
  Prerequisites: Perspicacious Response, Keen Reflex.
  Tactical Talent Tree
  Smart heroes are masters at outwitting their foes. These talents
  represent the hero’s ability to think faster and utilize better
  tactics than other characters.
  Outsmart: This talent may be used against a single selected
  opponent that the Smart hero has witnessed acting in combat
  for at least 1 round. By spending an Action Point and making
  an Intelligence check (DC 15) with a bonus equal to his Smart
  level, the hero is able to analyze, extrapolate and anticipate
  his opponent’s actions. This insight allows the Smart hero to
  make a Reflex save with a bonus equal to his Smart level (DC
  equal to the attack roll) to avoid every successful attack from
  the particular selected foe. This effect lasts for 3 rounds plus
  1 round per level of Smart hero the character has.
  Tactician: One time per class level each day, the Smart
  hero with this talent can add his Intelligence modifier to a
  single attack roll in addition to his Strength or Dexterity
  modifier (as appropriate).
  Greater Outsmarting: This talent functions just as the
  Outsmart talent (see above). It also allows the Smart hero to
  add his base Will saving throw bonus to all attacks he makes
  against the selected foe. This effect lasts for 3 rounds plus 1
  round per level of Smart hero the character has.
  Prerequisite: Outsmart.
  Keen Attacks: Smart heroes with this talent can spend an
  Action Point to increase the critical threat range of their
  attacks by 2. Regardless of what weapon the hero uses (as
  long he is proficient with it), the threat range for striking a
  critical hit is increased by 2 points. For example, most weapons
  threaten a critical hit on the roll of a natural 20. With this
  talent, that threat range is increased to 18, 19, and 20.
  Once the hero spends the Action Point to increase a
  particular weapon’s critical threat range, he cannot switch
  the Keen Attacks effect to another weapon without spending
  another Action Point.
  This effect persists for 3 rounds plus 1 round per class level
  of the Smart hero.
  Prerequisite: Outsmart.
  Greater Keen Attacks: Smart heroes with this talent can
  spend an Action Point to increase the critical threat range of
  their attacks an additional 2 points (total 4). Regardless of
  what weapon the hero uses (as long he is proficient with it),
  the threat range for striking a critical hit is increased by 2
  more points. For example, most weapons threaten a critical
  hit on the roll of a natural 20. With this talent (and the
  prerequisite Keen Attacks), that threat range is increased to
  16, 17, 18, 19, and 20.
  Once the hero spends the Action Point to increase a
  particular weapon’s critical threat range, he cannot switch
  the Keen Attacks effect to another weapon without spending
  another Action Point.
  Prerequisites: Outsmart, Keen Attacks.
  
  22 TALENT TREES
  9
  CR 2 Animal(s) Summoned
  Ape
  Leopard
  Bear, black
  Lizard, Monitor
  Bison
  Shark, Large
  Boar
  Snake, constrictor
  Cheetah
  Snake, Large viper
  Crocodile
  Wolverine
  Tiger-wolf (PC)
  Stag Moose (PC)
  Kangaroos [2] (BL)
  Electric Eels [2] (BL)
  Dogs, Medium-size [2]
  Stingray [2] (PC)
  Goats [2] (PC)
  Walrus (PC)
  The target animal must make a Will save (DC 10 + the
  Dedicated hero’s Charisma bonus + the Dedicated hero’s class
  level). If the save fails, the animal becomes friendly for 1
  minute per dedicated hero class level.
  Advanced Animal Friendship: With this talent, the
  Dedicated hero spends an Action Point to beguile any creature
  of the Animal, Vermin, or Magical Beast type with an
  Intelligence of 1 or 2. To use this ability, the hero must be
  within 30 feet of the intended target creature. Attempting to
  beguile the creature is a standard action that provokes an attack
  of opportunity. The target creature must make a Will save
  (DC 10 + the Dedicated hero’s Charisma bonus + the
  Dedicated hero’s class level). If the check fails, the creature
  becomes friendly for 10 minutes per Dedicated hero class level.
  Prerequisite: Animal Affinity, Wild Empathy, Animal
  Friendship.
  Summon Animal: Dedicated heroes with this talent can
  spend an Action Point to call a single animal that arrives and
  assists them. The animal summoned is usually typical of the
  environment where the hero is located. If no such creature is
  available, smaller creatures that are appropriate to the area
  arrive in a group whose total CR is equal to 2. These
  summoned animals instinctively assist the Dedicated hero who
  called them. Their primary function is to defend the hero, but
  they may also perform other tasks as per the Handle Animal
  skill (SRD). Consult the table below for details.
  The summoned animal or animals always arrive on the
  round following the summoning, running to the scene from
  some nearby location. They will assist the hero who summoned
  them for one round per level of Dedicated hero.
  Prerequisites: Animal Affinity, Animal Friendship.
  Summon Greater Animal: This talent functions just as
  the prerequisite Summon Animal talent, except as noted here.
  When the Dedicated hero uses this talent, he summons a
  number of animals whose total CR is equal to half his
  Dedicated hero level, rounded down. The hero may summon
  any two or more creatures from the Summon Animal table,
  as long as their total CR does not exceed half his level rounded
  down. Additionally, the Dedicated hero can also summon more
  powerful animals, such as those listed on the table below.
  Prerequisites: Animal Affinity, Animal Friendship, Summon
  Animal.
  Animal Companion: A Dedicated hero with this talent
  gains an animal companion selected from the following list:
  badger, camel, dire rat, dog, riding dog, eagle, goat (PC),
  hawk, horse (light or heavy), kangaroo (PC), lizard, monkey,
  owl, pony, snake (Small or Medium viper), tiger-wolf (PC),
  or wolf. If the campaign takes place wholly or partly in an
  aquatic environment, the following creatures are also
  available: crocodile, electric eel (PC), porpoise, Medium shark,
  squid and walrus (PC). This animal is a loyal companion
  that accompanies the Dedicated hero on her adventures as
  appropriate for its kind.
  A 1st-level Dedicated hero’s companion is completely
  typical for its kind except as noted below. As the hero advances
  Greater Animal Summoned (Challenge Rating)
  Tiger (CR 4)
  Hippopotamus (CR 4) [PC]
  Bear, brown (CR 4)
  Rhinoceros (CR 4)
  Snake, Huge viper (CR 3)
  Crocodile, giant (CR 4)
  Lion (CR3)
  Dire wolf (CR 3)
  Shark, huge (CR 4)
  Dire ape (CR 3)
  Deinonychus (CR 3)
  Eagle, giant (CR 3)
  
  22 TALENT TREES
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  Animal Companion Advancement
  Class Level
  Bonus HD
  Natural Armor
  Str/Dex adj.
  Bonus Tricks
  Special
  1st-2nd
  +0
  +0
  +0
  1
  Link
  3rd-5th
  +2
  +2
  +1
  2
  Evasion
  6th-8th
  +4
  +4
  +2
  3
  Devotion
  9th-10th
  +6
  +6
  +3
  4
  Multiattack
  Alternate Animal Companions
  4th Level or Higher (Level-3)
  Ape
  Leopard
  Bear, black
  Lizard, Monitor
  Bison
  Shark, Large
  Boar
  Snake, constrictor
  Cheetah
  Snake, Large viper
  Crocodile
  Wolverine
  Tiger-wolf (PC)
  Stag Moose (PC)
  7th Level or Higher (Level-6)
  Bear, brown
  Rhinoceros
  Crocodile, giant
  Snake, Huge viper
  Lion
  Tiger
  10th Level or Higher (Level-9)
  Bear, polar
  Snake, giant constrictor
  Shark, Huge
  Whale, orca
  in level, the animal’s power increases as shown on the table
  below. If a Dedicated hero releases her companion from
  service, she may gain a new one by performing a ceremony
  requiring 24 uninterrupted hours of devotion and effort. This
  ceremony can also replace an animal companion that has
  perished.
  Animal Companion Basics: Use the base statistics for a
  creature of the companion’s kind, but make the following
  changes.
  Class Level: The character’s Dedicated hero level. The
  Dedicated hero’s class levels stack with levels of any other
  classes that are entitled to an animal companion for the
  purpose of determining the companion’s abilities and the
  alternative lists available to the character.
  Bonus HD: Extra eight-sided (d8) Hit Dice, each of which
  gains a Constitution modifier, as normal. Remember that
  extra Hit Dice improve the animal companion’s base attack
  and base save bonuses. An animal companion’s base attack
  bonus is the same as that of a Dedicated hero of a level equal
  to the animal’s HD. An animal companion has good Fortitude
  and Reflex saves (treat it as a character whose level equals
  the animal’s HD). An animal companion gains additional
  skill points and feats for bonus HD as normal for advancing
  a monster’s Hit Dice.
  Natural Armor Adj.: The number noted here is an
  improvement to the animal companion’s existing natural
  armor bonus.
  Str/Dex Adj.: Add this value to the animal companion’s
  Strength and Dexterity scores.
  Bonus Tricks: The value given in this column is the total
  number of “bonus” tricks that the animal knows in addition
  to any that the Dedicated hero might choose to teach it (see
  the Handle Animal skill). These bonus tricks do not require
  any training time or Handle Animal checks, and they do not
  count against the normal limit of tricks known by the animal.
  The Dedicated hero selects these bonus tricks, and once
  selected, they can not be changed.
  Link: A Dedicated hero can handle her animal companion
  as a free action, or push it as a move action, even if she
  doesn’t have any ranks in the Handle Animal skill. The
  Dedicated hero gains a +4 circumstance bonus on all wild
  empathy checks and Handle Animal checks made regarding
  an animal companion.
  Evasion: If an animal companion is subjected to an attack
  that normally allows a Reflex saving throw for half damage,
  it takes no damage if it makes a successful saving throw.
  Devotion: An animal companion gains a +4 morale bonus
  on Will saves against enchantment spells and effects.
  A Dedicated hero of 4th level or higher may select from
  alternative lists of animals (see Alternate Animal
  Companions, above). Should she select an animal companion
  from one of these alternative lists, the creature gains abilities
  as if the character’s Dedicated hero level were lower than it
  actually is. Subtract the value indicated in the appropriate
  list header from the character’s Dedicated hero level and
  compare the result with the Dedicated hero’s level entry on
  the table to determine the animal companion’s powers. (If
  this adjustment would reduce the hero’s effective level to 0 or
  lower, she can not have that animal as a companion.)
  Oracle Talent Tree
  Dedicated heroes with this talent are endowed with an ability
  to sense the approach of future events and react appropriately.
  Hunch: The Dedicated hero has an innate ability to sense
  trouble in the air. The Dedicated hero can make a Will saving
  throw (DC 15). On a successful save, the hero gets a hunch
  that everything is all right, or the hero gets a bad feeling
  Multiattack: An animal companion gains Multiattack as a
  bonus feat if it has three or more natural attacks and does not
  already have that feat. If it does not have the requisite three
  or more natural attacks, the animal companion instead gains
  a second attack with its primary natural weapon, albeit at a –
  5 penalty.
  
  22 TALENT TREES
  11
  about a specific situation, based on the GM’s best guess
  relating to the circumstances. This talent is usable a number
  of times per day equal to the character’s Dedicated level.
  Prerequisite: Empathy (SRD).
  Foretell: When the Dedicated hero is in a situation where
  she must select between two or more options or courses of
  action, she can spend 1 Action Point to attempt a Will saving
  throw (DC 10 + the EL of the encounter). If the save succeeds,
  the Dedicated hero can determine which option or course of
  action is potentially the least dangerous. In this case,
  “dangerous” is defined as being likely to cause personal injury
  to the Dedicated hero. It does not mean the option having the
  greatest chance of success. If two or more of the options are
  equally safe, the GM should inform the hero that the possible
  outcomes are equally dangerous (or equally safe).
  Prerequisites: Empathy (SRD), Hunch.
  Prophetic Vision: With this talent, the Dedicated hero can
  spend an Action Point to gain insight into the immediate
  future. Although this glimpse is not enough for complete
  understanding of future events, it does grant the Dedicated
  hero significant bonuses.  These prophetic visions allow the
  Dedicated hero to add his Wisdom modifier to his Defense
  (as a dodge bonus), Reflex saves, Initiative checks, and attack
  rolls for 1 round per level of his Dedicated hero class.
  Prerequisites: Empathy (SRD), Hunch, Foretell.
  Selfless Talent Tree
  Dedicated heroes with this talent tree are devoted to helping
  others, even to the point of sacrificing their own resources
  and health.
  Moral Support: Dedicated heroes with this talent can invest
  their own mental resolve in another intelligent creature by
  offering words of encouragement and support. By bearing
  some of the burdens of another character, the Dedicated hero
  helps them through their difficult times of sickness, pain or
  temptation. Using this talent causes the Dedicated hero to
  suffer a –2 penalty to all Will saves, but imparts a +4 bonus
  to all Will saves made by the character that is being comforted
  by the Dedicated hero. The Dedicated hero can maintain this
  assistance for 1 minute per Dedicated hero level and may use
  this talent a number of times per day equal to his Wisdom
  modifier. Assisting another creature in this manner is
  considered a standard action.
  Financial Support: By pulling some strings and engaging
  in some creative accounting, the dedicated hero is able to
  scrimp some money together and make a loan to a friend in
  need. This amounts to a –2 to the Dedicated hero’s Wealth
  score, but a +4 bonus to the recipient’s Wealth score.
  Prerequisite: Moral support.
  Life Support: When the Dedicated hero  undergoes surgery
  to donate blood, plasma, skin grafts, bone marrow, and even
  nonessential organs such as a single kidney to another
  character in need, the recipient of the hero’s good will gains
  an amount of Hit Points equal to twice the damage suffered
  by the Dedicated hero (if the surgeon has the Transplant
  Surgery feat). If the surgeon does not have the Transplant
  Surgery feat, the recipient gains 1 HP for every 1 HP of damage
  the Dedicated hero suffers.
  Prerequisites: Moral Support, Financial Support.
  Virtuous Talent Tree
  The dedicated hero is impeccably true to his ideals and gains
  certain benefits from his truehearted idealism.
  Virtue: The Dedicated hero gains a +1 bonus to several
  skill checks. These skills include Diplomacy, Handle Animal,
  Intimidate, Knowledge (arcane lore and theology/philosophy),
  Perform, and Treat Injury.
  The Dedicated hero can select this talent multiple times.
  Each time it increases the bonus to those skills by 1 point.
  Aura of Virtue: By spending an Action Point, the Dedicated
  hero can imbue himself and his allies with the powerful force
  of his faith and dedication. Using this ability is a standard
  action. When the Dedicated hero activates this ability, all allies
  within 30 feet (including himself, up to a maximum number
  of creatures equal to his Dedicated hero class level) gain a +1
  morale bonus to all attack rolls and saving throws against
  fear effects. This bonus lasts for 1 minute per Dedicated hero
  level.
  Prerequisite: Virtue.
  Greater Aura of Virtue: By spending an Action Point,
  the Dedicated hero can imbue himself and his allies with the
  powerful force of his faith and dedication. Using this ability
  is a standard action. When the Dedicated hero activates this
  ability, all allies within 30 feet (including himself, up to a
  maximum number of creatures equal to his Dedicated hero
  class level) gain a +1 morale bonus to all attack rolls and
  saving throws against fear effects (per the Aura of Virtue
  talent). The Dedicated hero’s allies also gain a number of
  temporary Hit Points equal to 1d8 + the Dedicated hero’s
  class level.  This bonus lasts for 1 minute per Dedicated hero
  level.
  Prerequisites: Virtue, Aura of Virtue.
  Aura of Righteousness: Dedicated heroes with this talent
  can spend an Action Point to begin radiating an aura that
  unnerves those that oppose them. This aura persists for one
  minute per class level of the Dedicated hero. Any creature
  within 30 feet of the Dedicated hero and with an Allegiance
  opposed to one of the Dedicated hero’s Allegiances (such as
  Evil opposes Good) must make a Will save (DC 10 + the
  Dedicated hero’s Charisma modifier + the Dedicated heroes
  class level) or become shaken. These creatures remain shaken
  until the effect ends or they escape the area.
  
  22 TALENT TREES
  12
  CHARISMATIC HERO
  Efficacious Talent Tree
  Charismatic heroes with these talents are skilled at
  manipulating the behavior of others, even to the point of being
  able to issue direct commands.
  Disarm: The Charismatic hero gets a bonus on all
  Charisma-based skill checks made to influence members of
  his chosen gender. (Some characters are charming to members
  of the opposite gender, others to members of the same gender.)
  The bonus is equal to the character’s Charismatic level.
  A Charismatic hero can only disarm Gamemaster characters
  with attitudes of unfriendly or hostile. The disarm bonus can
  not be used against characters who are indifferent or better.
  Charm: The Charismatic hero gets a bonus on all
  Charisma-based skill checks made to influence members of
  his chosen gender. (Some characters are charming to members
  of the opposite gender, others to members of the same gender.)
  The bonus is equal to the character’s Charismatic level.
  A Charismatic hero can only charm Gamemaster characters
  with attitudes of indifferent or better. The charm bonus can
  not be used against characters who are unfriendly or hostile.
  Favor: The Charismatic hero has the ability to acquire
  minor aid from anyone he or she meets. By making a favor
  check, a Charismatic hero can gain important information
  without going through the time and trouble of doing a lot of
  research. Favors can also be used to acquire the loan of
  equipment or documents, or to receive other minor assistance
  in the course of an adventure.
  A Charismatic hero spends 1 Action Point to activate this
  talent. To make a favor check, roll a d20 and add the
  character’s favor bonus, equal to the character’s Charismatic
  level. The GM sets the DC based on the scope of the favor
  being requested. The DC ranges from 10 for a simple favor to
  as high as 30 for formidable and highly dangerous, expensive,
  or illegal favors. A Charismatic hero can not take 10 or 20 on
  this check, nor can the hero retry the check for the same (or
  virtually the same) favor.  Favors should help advance the
  plot of an adventure. A favor that would enable a character to
  avoid an adventure altogether should always be unavailable,
  regardless of the result of a favor check.
  The GM should carefully monitor a Charismatic hero’s use
  of favors to ensure that this ability is not abused. The success
  A shaken creature suffers a –2 on attack rolls, saving throws,
  and skill checks.
  Prerequisites: Virtue, Aura of Virtue.
  Clean Living: Dedicated heroes with this talent add their
  Wisdom modifier to their Fortitude saving throws in addition
  to any other modifiers that normally apply to the hero’s
  Fortitude save.
  Prerequisites: Virtue.
  or failure of a mission should not hinge on the use of a favor,
  and getting a favor should not replace good roleplaying or
  the use of other skills. The GM may disallow any favor deemed
  to be disruptive to the game.
  Prerequisite: Charm or Disarm
  Domination: The incredible force of the Charismatic hero’s
  presence can force others into a state of mental subservience,
  blunting their ability to resist the hero’s commands.
  The target must have an Intelligence score of 3 or higher,
  must be within 30 feet of the hero, and must be able to see,
  hear, and understand the hero to be susceptible to a domination
  attempt.
  To dominate a target, the hero must spend an Action Point
  and use an attack action. The target can try to resist the
  domination attempt by making a Will saving throw (DC 10 +
  Charismatic hero’s class level + Charismatic hero’s Cha
  bonus). If the saving throw fails, the subject obeys the hero
  for a number of minutes equal to his Charismatic hero class
  level. This obedience is not total, however. An affected creature
  never obeys suicidal or obviously harmful orders, but it might
  be convinced that something very dangerous is worth doing.
  
  22 TALENT TREES
  13
  Any act by the hero or his apparent allies that threatens the
  dominated person breaks the effect.
  Prerequisites: Charm or Disarm, Favor
  Facetious Talent Tree
  Heroes with this talent tree are proficient with humorous
  entertainment. They have quick wits and sharp tongues and
  can bring an audience to rollicking, helpless laughter.
  Clowning: The charismatic hero can engage in comical
  antics and silly gesticulations either as an attempt to mock
  another person or even to mock himself.
  The targets must have an Intelligence score of 3 or higher,
  must be within 30 feet of the hero, and must be able to see the
  hero to be susceptible to a clowning attempt.
  To engage in a bout of clowning, the hero must use a full
  attack action and make a perform check (DC 15). The target
  can try to resist the influence of the clowning attempt by
  making a Will saving throw (DC 10 + Charismatic hero’s
  class level + Charismatic hero’s Cha bonus). If the saving
  throw fails, the targets (a number of creatures less than or
  equal to the hero’s Charismatic class level) become filled with
  mirth and find it difficult to take the hero seriously. This causes
  them to underestimate the hero and fail to react appropriately
  against his attacks. They suffer a penalty to AC that is equal
  to the Charismatic hero’s Charisma modifier and they take
  an equal amount of extra damage from all of his attacks.
  This condition persists for a number of rounds equal to the
  hero’s Charismatic class level. Whether the target’s saving
  throw fails or succeeds, they cannot be affected again by the
  same hero’s clowning for 24 hours.
  Prerequisite: Perform 4 ranks.
  Razor Tongue: Heroes with this talent are skilled at hurling
  scathing, bitter insults and humiliating jeers. This barrage of
  vituperation causes that target creature to become unsure of
  himself, overly self-conscious, and more prone to making
  mistakes.
  To use this talent, the hero must use an attack action and
  make a Charisma check (DC 15). The target must have an
  Intelligence score of 3 or higher, must be within 30 feet of the
  hero, and must be able to hear and understand the hero to be
  susceptible to this ability.
  The target can try to resist the attempt by making a Will
  saving throw (DC 10 + Charismatic hero’s class level +
  Charismatic hero’s Cha bonus). If the save fails, the target
  suffers –2 morale penalties to all attacks, weapon damage
  rolls, saves and skill checks for a number of rounds equal to
  the Charismatic hero’s class level.
  Prerequisites: Intimidate 4 ranks.
  Hysterics:  The hero can utter such surprising and hilarious
  quips that those who hear him collapse into fits of laughter.
  The hero can affect a number of targets equal to his
  Charismatic hero level. The targets must have an Intelligence
  score of 3 or higher, must be within 30 feet of the hero, and
  must be able to hear and understand the hero to be susceptible
  to this ability. A creature whose type (such as humanoid or
  dragon) is different from the hero’s receives a +4 bonus on its
  saving throw, because the humor doesn’t “translate” well.
  To use this talent, the hero must spend an Action Point,
  make a Perform check (DC 15), and use an attack action.
  The targets can try to resist the attempt by making a Will
  saving throw (DC 10 + Charismatic hero’s class level +
  Charismatic hero’s Cha bonus). If the saving throw fails, the
  subjects are overcome with fits of laughter. They fall prone
  and can take no actions for a number of rounds equal to the
  hero’s Charisma modifier. A defender who is prone gains a
  +4 bonus to Armor Class against ranged attacks, but takes a
  –4 penalty to AC against melee attacks.
  Standing up is a move-equivalent action that provokes an
  attack of opportunity.
  Whether the target’s saving throw fails or succeeds, they
  cannot be affected again by the same hero’s hysterical
  comments for 24 hours.
  Prerequisites: Perform 4 ranks, Clowning, Razor Tongue.
  Intimidating Talent Tree
  The Charismatic hero can develop a powerful force of
  character, becoming highly skilled at intimidating others.
  Intimidating Presence: With this talent the Charismatic
  hero applies his Charismatic level as a bonus on any
  Intimidate, Gamble, or Gather Information checks when
  attempting to bully or cow others into a state of unease and
  submission.
  Shake: Charismatic heroes can spend an Action Point to
  attempt to shake their opponents. A single use of this ability
  can affect a number of creatures equal to the Charismatic
  hero’s class level. Those targeted by the Charismatic hero
  must make a Will save (DC 10 + Charismatic hero’s class
  level + Charismatic hero’s Cha bonus) or become shaken. A
  shaken creature suffers a –2 morale penalty on all attack rolls,
  saving throws, skill checks, and ability checks.
  Prerequisite: Intimidating Presence.
  Terrify: Charismatic heroes can spend an Action Point to
  attempt to terrify their opponents. A single use of this ability
  can affect a number of creatures equal to the Charismatic
  hero’s class level. Those targeted by the Charismatic hero
  must make a Will save (DC 10 + Charismatic hero’s class
  level + Charismatic hero’s Cha bonus) or become terrified. A
  terrified creature suffers a –3 morale penalty on all attack
  rolls, saving throws, skill checks, and ability checks.
  Prerequisites: Intimidating Presence, Shake.
  Game Face: Charismatic heroes can take on an appearance
  and manner of extreme gravity. Opponents who see this
  fearsome glare must make a Will save or suffer an additional
  2 points of subdual damage every time the Charismatic hero
  inflicts Hit Point damage upon them.
  
  22 TALENT TREES
  14
  The Charismatic hero must spend a move action to “get his
  game face on.” After that time the effect continues for 3 rounds
  plus 1 round per level of Charismatic hero. The hero may use
  this talent a number of times per day equal to his level in
  Charismatic hero, but never more than one time per encounter.
  Prerequisites: Intimidating Presence, Shake.
  Pulchritudinous Talent Tree
  Heroes with these talents are blessed with incredible physical
  beauty and glowing personal magnetism.
  Good Impression: The Charismatic hero’s remarkable
  beauty influences the judgments that other characters make
  about him. Charismatic heroes with this talent gain a +3
  circumstance bonus to all Diplomacy, Bluff, and Perform
  checks.
  Charm: The Charismatic hero gets a bonus on all
  Charisma-based skill checks made to influence members of
  his chosen gender. (Some characters are charming to members
  of the opposite gender, others to members of the same gender.)
  The bonus is equal to the character’s Charismatic level.
  A Charismatic hero can only charm Gamemaster characters
  with attitudes of indifferent or better. The charm bonus can
  not be used against characters who are unfriendly or hostile.
  Stunning Beauty: The hero possesses such amazing
  physical beauty that opponents can be stunned with a mere
  smile.
  The targets must have an Intelligence score of 3 or higher,
  must be within 30 feet of the hero, and must be able to see the
  hero to be susceptible to this ability.
  To stun a target, the hero must spend an Action Point and
  use an attack action. The target can try to resist the stunning
  attempt by making a Will saving throw (DC 10 + Charismatic
  hero’s class level + Charismatic hero’s Cha bonus). If the
  saving throw fails, the subject is stunned for a number of
  rounds equal to the hero’s Charismatic hero class level. A
  stunned creature drops everything held, can take no actions,
  takes a –2 penalty to AC, and loses his Dexterity bonus to AC
  (if any).
  Prerequisites: Good Impression, Charm.
  TREAT INJURY
  New Use
  Transplant Surgery (DC 25): With a surgery kit, a character
  with the Surgery feat can attempt to help a wounded character
  by transplanting organs, making blood transfusions, skin
  grafts, and performing similar procedures. This use of the
  Treat Injury skill requires the Surgery feat and still carries a
  –4 penalty to the check. If the hero also has the Transplant
  Surgery feat, the –4 penalty is negated.
  If the check is successful, a character without the Transplant
  Surgery feat can transfer 1 HP to the recipient for every 2 HP
  of damage inflicted on the donor. If the surgeon has the
  Transplant Surgery feat, the transfer of HP is at a 1 to 1 ratio.
  The surgeon can drain a number of Hit Points from the donor
  equal to that donor’s maximum total HP, regardless of how
  many the donor currently has. A failed skill check results in
  damage to the donor and no benefit to the recipient.
  To perform a transfer of Hit Points, the surgeon must have
  a donor that is fit to donate blood, flesh, or organs, as needed.
  A suitable donor must be alive, or recently killed (within 10
  minutes) and in possession of blood, organs or flesh (as
  needed). The donor must be the same creature type as the
  recipient (such as humanoid or dragon). There is also a chance
  of transplant rejection (or transfusion rejection, in the case of
  blood transfers).
  When a transfusion or transplant is to occur between a donor
  and a recipient, the chance of rejection must be determined.
  The chance of rejection is typically 40%. Once players have
  determined if the donor and recipient are compatible, no future
  checks need to be made for transfers from this donor to this
  recipient.
  Note, however, that a donor may be compatible with a
  recipient, but that recipient may not be a compatible donor in
  return. Such may be the case where one character has type A
  blood, and the other has type AB. Therefore, donor/recipient
  compatibility must be checked in both directions if a pair of
  characters wish to trade blood and flesh to keep each other
  alive.
  In the best case scenarios, characters would determine
  compatibility before a transfusion or transplant is attempted.
  However, in some cases circumstances dictate more drastic
  measures to be taken. In the event that a transfusion or
  transplant occurs without first determining compatibility, it
  must be checked immediately after completing the surgery. If
  the results are incompatible, the recipient experiences transfer
  rejection.
  If transfer rejection occurs, the recipient gains no Hit Points
  and instead suffers 2d6 points of Constitution damage.
  TRANSPLANT SURGERY
  Use this feat to save a life via transplants and transfusions.
  Prerequisite: Surgery, Treat Injury  4 ranks
  Benefit: Characters with this feat can use the Treat Injury
  skill to perform transplants, skin grafts, and transfusions
  without penalty. They may also transfer HP from donor to
  recipient at a rate of 1 to 1.
  Normal: Without this feat, characters can use their surgery
  feat to transfer 1 HP per 2 HP drained from a donor with a –
  4 penalty to the check. Characters that do not have the surgery
  feat cannot attempt to transfer HP via surgery.
  
  22 TALENT TREES
  15
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  these personalities will bring a vivid new dimension to your role-playing games.
  Chapter 3 discusses what really happens when characters become insane. Schizophrenia,
  dementia, manic-depression and more are all discussed in clear, game-mechanic terms. Add
  these options to your game for a dose of harsh reality and an accurate depiction of madness.
  Chapter 4 includes dozens of new spells like burden of proof, elude, labyrinthine conundrum,
  normalcy, and many, many more.
  Chapter 5 of the Book of Broken Dreams covers three new prestige classes, the mentalist,
  the lunatic, and the dream weaver. It also presents several new feats including Lucid Dreaming.
  Add these options to your game today and watch your characters writhe in the grip of disorder,
  trauma and madness!
  The Book of Broken Dreams
  The Book of Broken Dreams features 50+
  pages of optional rules for adding realistic
  effects of trauma, psychosis and personality
  disorders to your d20 game.
  Chapter 1 outlines the crippling psychological
  effects of traumatic stress and details the most
  common disorders that afflict trauma survivors:
  post traumatic stress disorder and
  dissociation.
  Chapter 2 introduces a system of personality
  development that produces thousands of
  realistic, believable and diverse personalities
  which span the spectrum of sanity. From the
  mildly avoidant to the severely anti-social,
  OTHER SUPPLEMENTS
  
  22 TALENT TREES
  16
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  and aborigine. There are also many new classes and prestige classes like the beast
  lord, the animal master and others in the Primal Codex. With the Codex you also gain
  details on several expanded skills such as Profession (herbalist), which includes a
  long list of new herbal concoctions.
  The Codex also presents a large collection of magic items and spells too, including
  blaze, disable, die hard, were-shape, staggering blows, and over 60 more!
  Furthermore, the Codex outlines a long list of new equipment items including
  boomerangs, throwing arrows, and atlatls and it features a collection of more than 40
  new monsters including the Wendigo!
  Finally, the Codex covers several new options for enhanced campaigning including
  pain penalties, execution rules and even torture!
  The Primal Codex
  The Primal Codex contains more than
  120 pages of options and enhancements
  for adding a primitive, bestial or
  wilderness theme to any d20 game.
  The Codex presents detailed information
  for over 40 poisons including death caps,
  hemlock and monkshood as well as rules
  for more than 40 diseases including
  rabies, cholera and tuberculosis. It also
  covers a list of 60+ new conditions
  including seizure, headache, muscle pain,
  and chills. With these rules, game masters
  can make the environment the most
  dangerous enemy of all! For players, the
  Primal Codex contains 5 new races like
  the grundengar, phrohiem, neanderthal
  
  22 TALENT TREES
  17
  Hero’s Handbook
  The Hero’s Handbook contains hundreds of
  new d20 enhancements including feats,
  spells, prestige classes, magic items, and
  wondrous creations of alchemy,
  herbalism, and craftsmanship.
  There are over 100 new feats in the
  Handbook including Overpowering Blows,
  Linguistics, Serpentine Strike, Axe Kick,
  Armor Expert, Fearless Assault,
  Apocrustic Endurance, Best Defense,
  Cloud Punch, Deeds of Renown, Stance
  of Redoubt, Ferocious Rage and plenty of
  other amazing heroics.
  The Handbook also presents 12 new
  prestige classes such as the arcane master,
  battle magi, fabled champion, stalwart
  defender, demagogue, grand pugilist, combat
  tactician, and other heroic professions for fighters, wizards, monks, and others.
  This supplement is also packed with 80 pulverizing spells of both arcane and divine
  origin. Arm your wizards with cannonade, chromatic coruscation, parathematic bolt,
  contumacy, abyssal vortex, shadow cloud, anthropomorphic ward, and other bone-
  crushing sorceries! With the Handbook, clerics and other devout heroes can add god
  speed, hellfire and brimstone, dauntless resolve, earth fist, doom shield, battlefield, and
  plenty of other acts divine might to their repertoires.
  The Hero’s Handbook also contains more than 60 new wonders of alchemy, herbalism and
  craftsmanship. Mining spikes, sleeping pills, mage’s blend, dragon’s bane, sinister weapons,
  gem-stone plated armor, and plenty of other surprising objects, chemicals, and tools fill
  these pages!
  Furthermore, the Handbook presents 80 new magic items including bracers of battle
  fortune, blankets of solace, teeth of attack, combat boots, rings of heroism, and dozens of
  other helms, rings, staves, robes and much, much more!
  Take your game to the bleeding edge today with the
  HERO’S HANDBOOK!
  CLICK HERE TO GET YOUR COPY
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  22 TALENT TREES
  18
  Chapter 2 presents nine advanced classes that are related to the setting. Commandos,
  Demolitions Experts, Nazi Occultists, and Spies, among others, are covered in detail.
  Chapter 3 discusses dozens of new feats necessary for waging war in the early 20th
  century including Combat Flight, Nighttime Operations, Crash Endurance, Advanced
  Calculations, Concentrated Fire, and Hopeful Vigor.
  Chapter 4 covers much of the equipment available during WWII. Tanks, 16-inch guns,
  battleships, aircraft carriers, fighter planes, submarines,  gliders, half-track motorcycles,
  torpedoes, V-2 rockets, and “J-guns” are only a few of the vehicles, weapons, and
  equipment covered in this chapter.
  Chapter 5 discusses the possibilities of FX in the WWII setting. It describes new
  magic items such as the Spear of Destiny, and other items sought by the Nazis. This
  chapter also includes several new spells designed for evil spell casters. A handful of
  fiendish monsters round out this chapter, including foo fighters and gremlins.
  Whether you want to relive history’s most crucial turning points or rewrite the history
  books entirely, if you’re ready to fight for your homeland, struggle to survive, and die
  for ideals, Hell on Earth can provide the battles, the horrors, and the glory you crave!
  Hell on Earth
  Hell on Earth contains all the information
  you need to take your d20 game to the
  beaches of Normandy, the streets of
  Krakow, or the jungles of Burma. Whether
  you prefer cloak and dagger spy missions,
  commando raids behind enemy lines, daring
  dogfights, or enduring the horrors of German
  and Japanese camps, this supplement can
  bring epic history your game table!
  Chapter 1 of Hell on Earth introduces the
  WWII campaign setting and includes a
  timeline and a discussion of dozens of
  adventure possibilities. It also discusses a
  list of Alliances, including sinister groups like
  the Thule Society.
  
  22 TALENT TREES
  19
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
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  only be Used under and in terms of this License. You must affix
  such a notice to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License except as described
  by the License itself. No other terms or conditions may be applied
  to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this
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  free, non-exclusive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing
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  10 Copy of this License: You MUST include a copy of this License
  with every copy of the Open Game Content You Distribute.
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  12 Inability to Comply: If it is impossible for You to comply with
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  13 Termination: This License will terminate automatically if You
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  14 Reformation: If any provision of this License is held to be
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
  Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
  original material by E. Gary Gygax and Dave Arneson.
  Content of this document that is wholly derived from the
  System Reference Document is hereby declared open game
  content, as defined in the d20 System License version 1.0.
  The introductions, book title and concept, publisher’s name
  (Bloodstone Press), and the Bloodstone Press  logo are Product
  Identity. Any reproduction or unauthorized use of this material
  is prohibited without the express written permission of
  Bloodstone Press.
  The Dedicated hero’s Fortell talent is Open Game Content
  published with  the name “Sixth Sense” by The Game
  Mechanics. Modern Player’s Companion, Volume Two,
  Copyright 2003, The Game Mechanics, Inc.; Author: Stan!”
  22 Talent Trees Copyright 2003, Bloodstone Press.
  6.Notice of License Copyright: You must update the COPYRIGHT
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  modifying or distributing, and You must add the title, the copyright
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SOURCE: textdata/thevault/D20 system/D20 Modern/Bloodstone Press/D20 Modern - Bloodstone Press - Supplement - 22 Talent Trees.pdf