Compiled by Emanuel Nordrum. For free distribution only. 1 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
PREFACE
Disclaimer:The following is a comprehensive list of skills and talents
available for HackMaster, a roleplaying game by Kenzer & Company. It uses information from, and blatantly steals the look off, the HackMaster Player’s Handbook and other material published by Kenzer & Company. These volumes include:
Annihilate the Giants, The Combatant’s Guide to Slaugh-tering Foes, Crypt of the Lizard King, The Griftmaster’s Guide to Life Wildest Dreams, HackJournal, HackMaster
Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine, Lord Flataroy’s Guide to Fortifications, Sir Robilar’s City of Brass, The Spellslinger’s Guide to Wurld Domination, and The Zeal-ot’s Guide to Wurld Conversion.
Some information was also taken from the HackMaster Toolkit, a character generator for HackMaster written and maintained by Stephen De Chellis.
This file was made out of love for the game, and is in no way an attempt to breach copyright. It was my intention
to make as complete a list of skills and talents as possible. In doing so I copied or rephrased information from the aforementioned source material, as well as adding original content. If this was a university paper, I would no doubt be taken aside for plagiarism. It’s my hope that Kenzer & Company will be more lenient. Heck, maybe they’ll find it useful in their own game.
Emanuel Nordrum, April 2005
Introduction
“So you’ve applied for HackCamp, have you? Think you have what it takes to face the real challenges?
Now me, I think you’re getting ahead of yourself! Know your Cooking from your Culinary Arts, do you? No? Who can explain Dimple Runes? Noone? Well, lads, that sorry attitude might have gotten you through basic training, but this is HackMaster! More is epxect-ed! You can’t waltz through your adventuring career by just throwing a d20 and adding some modifiers! Go back to your namby-pamby systems! Except you....
“Son, look here. You might not have impressed me much yet, but I can spot talent a mile away, and you’ve got a smidgeon. With a lot of work, you might even be able to be worthy of this game.
“See this? This is something my first GM passed down to me when I was only a greenhorn like yourself. It’ll help you out, if you study it religiously, the way you should. Do that, and it’ll give you a leg up. It may even make you worthy of this great game.
“Now show an old man how those dice are slung.”
Explanations
The following tables ought to be simple enough to understand for anyone who’s previously used the PHB skill tables. However, because there are a few additions and corrections from the standard tables, I’ll explain the tables in further detail.
BPThis refers to the building point cost of taking the
skill or talent during character creation. There’s no need to worry about BPs after character creation, be-cause they’re not used, nach.
Relevant AbilitiesThe stat or stats used to determine the base skill
mastery of the relevant skill. In the case of skills with multiple abilities listed, for instance (STR+DEX)/2, the relevant scores are added together and divided by the number following the /. Simple. Add this number to the mastery dice the first (and only the first) time you purchase the skill.
DiceShort for ‘Mastery Dice’ (because I was short on
room), it tells you what dice to roll each time you buy and/or complete a basic block of instructions (BBI) for that skill. The number rolled is added to the skill in question. Remember that you also roll your honour dice and add your honour bonus (if applicable). The total skill level can’t exceed 125%, but once you beat 50% you can teach it to others of the same class and alignment, at up to half your skill-level. The exact rules can be found on GMG70.
CostShort for ‘Course Cost’ (same reason). This is what it
costs to train one BBI of the skill.
Diff.Short for ‘Course Difficulty’ (sense a trend?). Once a
character actually completes a BBI, you need to roll vs. the character’s Learning Ability. Apply the listed modi-fier to the dice roll. If you roll (plus modifier) under or equal to your Learning Ability, you learn the skill. If not, you don’t, and the week you spent learning the skill -- as well as the money it cost -- is lost. Sad but true.
Classes/Available ToThe good stuff: Classes lists what class groups (or
indeed, individual classes) get to choose this skill or talent. Juicy stuff, eh? Unless it’s explicitly stated (as in the case of proficiencies available to the “Fi class”), all listings refer to class groups, not individual classes.
As far as talents go, Available To lists any requirements other than race, including but not limited to class.
Course PrerequisitesIf the skill you want (A) has another skill (B) listed
here, you cannot buy skill A until you have B at at least 50%. So to get Administration, you have to splurge on Leadership, Advanced first. And of course, to get Lead-ership, Advanced you need Leadership, Basic. These things get expensive quickly.
Check Req.Not all skills were created equal. Some you need to
invest in, others you can get away with a single build-ing point. This section tells you exactly that, with five different options:
Always: This skill doesn’t do anything if you don’t roll against it, except perhaps give the player an excuse to know something about the subject. Consider investing heavily.
Described: The skill description tells you under what circumstances the skill should be rolled against, or it has a benefit that does not require a roll.
GM: The GM rolls for this skill. Normally this means you won’t know whether you were successful or not. Combines with one of the others to tell you how of-ten you roll against the skill.
Never: The skill description either explicitly says that you never roll against this skill, or it is an addition to another ability, which you roll against instead of it.
Normal: The skill description doesn’t state either way. Unless in unusual or stressful circumstances, no skill check is required. Of course, the GM is free to call for a skill check whenever he wants.
PageTells you what book & page the skill description is
on, in case you need more information, or simply don’t believe the information given here. The system used is simple: Book (indicated by 2 to 4 letters) and page number. For instance, PHB338 refers to the HackMas-ter Player’s Handbook, page 338. If from a magazine, the sequence is: Magazine code, issue number and page (indicated by a little ‘p’ before the number). For instance, HJ6p13 refers to HackJournal issue 6, page 13. The codes used are:
CG - Combatant’s GuideCLK - Crypt of the Lizard KingCOB - Sir Robilar’s City of BrassGG - Grifter’s GuideGMG - Gamemaster’s GuideHJ - HackJournalKODT - Knights of the Dinner TableLFG - Lord Flataroy’s Guide to FortificationsPHB - Player’s HandbookSSG - Spellslinger’s GuideZG - Zealot’s Guide
Acknowledgements
Thanks to Jane Manookin for helping out with re-search, Joe Tolman for layout ideas, Noah J.D. Chinn for suggestions, Matthew Kendall for catching typos, misprints, bad advice and adding advice of his own, Jon Heinpalu for catching bogus advice that shouldn’t have been there in the first place, Chuck Boswell for giving advice on talent selection for Gnome-kin, Jay Rutley for every entry from KODT64, Topher Kersting for correcting Pixie-Fairy advice as well as adding information from Crypt of the Lizard King and Lord Flataroy’s Guide to Fortifications, Andrew Wayne Franklin for catching the missing High Mas-tery proficiency, and the users of the KenzerCo Hack-Master forum for their discussion on talent and skill selection that I blatantly stole for this file.
These sheets are as great as they are because they use information taken from Chuck Boswell’s article “Focus on STP’s” in HackJournal #9, purchasable from http://www.kenzerco.com
The Skill Suite section was based on and some in-formation was taken from the HackMaster ToolKit by Stephen De Chellis, available from http://www.hmtk.com.
As far as I know, all the information given is correct. If you find any mistakes or omissions, please let me know so I can rectify them. You can get hold of me as Legba on the forums at http://www.hackwurld.com or http://www.kenzerco.com.
HackmasterThe ULTIMATE SKILLS & TALENTS GUIDE
Compiled by Emanuel Nordrum. For free distribution only. 2 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
PROFICIENCIES
Weapon BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Advanced Single Weapon Fighting 1 NA NA 850 gp +10% Fighter No Never CG58
Advanced Two-Handed Fighting 1 NA NA 850 gp +10% Fighter No Never CG58
Advanced Two-Weapon Fighting 1 NA NA 850 gp +10% Fighter Basic Proficiency Never CG58
Advanced Weapon and Shield Fighting 1 NA NA 850 gp +10% Fighter Basic Proficiency Never CG58
Basic Proficiency (per weapon) 1 NA NA 600 gp +5% All No Never PHB102
Grand Mastery (only one) 1 - NA NA 4,200 gp +20% Fi. class High Mastery Never PHB102
Grenade-like Missiles 1 NA NA 600 gp +5% Cleric No Never ZG75
High Mastery (only one) 1 - NA NA ? ? Fi. class Weapon Mastery Never PHB102
Improved Backstab 1 NA NA 600 gp +5% Thief Backstab ability Never GG69
Punching Specialization 2 1 NA NA ? ? All No Never CG106
Quick Draw (weapon) 1 NA NA 600 gp +5% Fighter Basic Proficiency in relevant weapon Never CG58
Shield Proficiency 5 NA NA 850 gp +10% Thief No Never GG69
Specialization (only one) 3 1 NA NA 850 gp +10% Fi. class Basic Proficiency Never PHB102
Two-Shield Style 1 NA NA 1,500 gp +15% Fi, Th Shield Proficiency Never GG69
Weapon Mastery (only one) 1 - NA NA 1,500 gp +15% Fi. class Specialization Never PHB102
Wrestling Specialization 2 1 NA NA ? ? All No Never CG107
1 There’s a minimum level required to take these skills. As such, there is no BP cost.2 Special rules apply to selecting the Punching Specialization and Wrestling Specialization proficiencies. They do not count as a specialization. Any class may take one of the two, but cannot take both. Multi-
classed and single-classed fighter group characters may take both, but may only take one of them at first level. Single-classed characters from the fighter group may take the proficiencies several times for added benefit, but may only take one level in one of them at first level. Single-classed fighter group characters are the only ones allowed to take more than one level of either skill, and may take them as well as their normal weapon specialization. These are interpretations of the rules, which are rather vague. For the exact wordings, see CG106. Also note that there are no official numbers for the proficiencies, including BP cost -- the 1 BP listed is the cost HMTK uses.
3 Nominally only the Fighter class is allowed Specialization, but there are multiple exceptions. Check the relevant class or package description for information.
SKILLS
Arcane Skills
Arcane Knowledge BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Arcane Lore 5 INT 1d6 500 gp +20% All No Normal PHB313
Divine Lore 5 WIS 1d6 450 gp +20% All Religion (General) Normal PHB313
Spellcraft 2 INT 1d4 500 gp +25% All Arcane Lore Always PHB313
Academia
Subject Matter BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Administration 1 (INT+WIS)/2 1d6 475 gp +10% All Leadership, Committee Normal PHB313
Agriculture 1 WIS 1d10 250 gp - All No Normal PHB313
Alchemy 7 INT 1d6 400 gp +5% All No Normal PHB313
Anatomy, Basic 3 (INT+WIS)/2 1d8 500 gp +5% All No Normal PHB313
Anatomy, Vital (specific animal) 1 (INT+WIS)/2 1d8 750 gp +5% All Anatomy, Basic Normal PHB313
Ancient History 1 INT 1d12 650 gp - All No Described PHB313
Animal Lore 2 INT 1d10 200 gp +5% All No GM/Descr. PHB313
Appraisal: Gemstone 3 INT 1d6 500 gp +5% All Appraising GM/Always PHB314
Appraising 6 INT 1d8 400 gp - All No GM/Always PHB314
Art Appraisal: Subset: Painting 3 INT 1d6 275 gp +15% All Art Appreciation: Subset: Painting GM/Always PHB314
Art Appraisal: Subset: Sculpture 3 INT 1d6 250 gp +15% All Art Appreciation: Subset: Sculpture GM/Always PHB314
Art Appreciation: Subset: Painting 1 WIS 1d20 350 gp - All No Normal PHB314
Art Appreciation: Subset: Sculpture 1 (INT+WIS)/2 1d20 550 gp - All No Normal PHB314
Astrology 1 (INT+WIS)/2 1d8 550 gp +5% All No Always PHB314
Botany 1 INT 1d8 250 gp +10% All No Normal PHB314
Campaign Logistics 1 INT 1d6 1200 gp +15% All Military: Operations Always PHB314
Civil Administration 2 (INT+WIS+CHA)/3 1d4 500 gp +20% All Leadership, Committee Always PHB314
Culinary Arts 1 WIS 1d10 300 gp +10% All No Normal PHB314
Culture (race specific) 1 WIS 1d6 175 gp +10% All No Normal PHB314
Current Affairs 1 INT 1d6 100 gp - All No Normal PHB315
Customs and Etiquette (culture) 1 WIS 1d8 275 gp +15% All No Normal PHB315
Engineering 2 (INT+WIS)/2 1d4 1750 gp +20% All No Described PHB315
Engineering, Fortifications 2 (INT+WIS)/2 1d6 950 gp +15% All Engineering Described PHB315
Compiled by Emanuel Nordrum. For free distribution only. 3 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Subject Matter BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Engineering, Public Works 2 (INT+WIS)/2 1d4 650 gp +10% All Engineering Described PHB315
Forestry 1 INT 1d6 300 gp - All No Normal PHB315
Geology 1 INT 1d6 300 gp +5% All No Normal PHB315
Heraldry 1 INT 1d6 165 gp - All No Described PHB315
Herbalism 6 INT 1d6 250 gp +5% All Botany Normal PHB315
History, Local 1 (CHA+WIS)/2 1d6 100 gp - All No Described PHB315
History, World 1 WIS 1d6 150 gp +5% All History, Local Normal PHB315
Identify Poison 2 INT 1d8 500 gp +5% Thief No Always GG66
Know Ability 5 WIS 1d8 100 gp +5% MU No Always SSG53
Leadership, Basic 3 (CHA+WIS)/2 1d5 225 gp +5% All No GM/Desc. PHB316
Leadership, Committee 2 (CHA+WIS)/2 1d5 275 gp +5% All Leadership, Basic Always PHB316
Mathematics, Advanced 3 INT 1d5 500 gp +15% All Mathematics, Basic Described HJ6p13
Mathematics, Basic 2 INT 1d8 400 gp - All No Normal HJ6p13
Military History 1 INT 1d12 400 gp - All No Described CG51
Military: Battle Sense 9 (INT+WIS)/2 1d4 350 gp +10% All No Described PHB316
Military: Leadership 4 (INT+WIS+CHA)/3 1d4 275 gp +5% All Military: Operations Described PHB316
Military: Operations 2 (INT+WIS)/2 1d4 325 gp +10% All Military: Small Unit Tactics Normal PHB316
Military: Small Unit Tactics 5 (INT+WIS)/2 1d6 375 gp +15% All Leadership, Basic; Military: Battle Sense Described PHB316
Pan-Dimensional Geometric Topology 1 5 INT 1d3 2,000 gp +20% All Mathematics, Advanced Always HJ6p13
Plant Identification: Holistic 2 (INT+WIS)/2 1d8 300 gp +5% All Botany Normal PHB316
Religion, General 1 WIS 1d12 100 gp - All No Described PHB316
Religion (Specific) 2 WIS 1d8 250 gp +5% All Religion, General Normal PHB316
Spirit Lore 2 (INT+WIS)/2 1d8 300 gp +10% MU, Cl. Spellcraft and Arcane Lore or Divine Lore Described SSG54
Weather Sense 1 (INT+WIS)/2 1d4 150 gp +5% All No Described PHB316
Woodland Lore 1 (INT+WIS)/2 1d8 200 gp - All Forestry Normal PHB316
1 Special rules apply to taking this skill at character creation. See HJ6p13 for details.
Languages/Communication
Language BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Arcane Speak 2 INT 1d8 800 gp +10% MU No Always SSG53
Dimple Runes (Braille) 2 DEX 1d3 200 gp +5% All No Normal PHB317
Dragon Speak 10 (INT+CHA)/2 1d2 800 gp +5% All 19 Inteligence, 15 Charisma GM/Desc. PHB317
Evil Speak 5 INT 1d4 450 gp +15% All No GM/Always PHB317
Glersee (Trail Markers) 2 INT 1d6 275 gp +5% All No Normal PHB317
Languages, Ancient/Dead 2 INT 1d6 200 gp +10% All No Normal PHB317
Languages, Modern (language) 1 INT 1d10 150 gp +0% All No Normal PHB317
Languages, Undead 2 INT 1d8 300 gp +5% All No Normal PHB317
Musical Instrument
Musical Instrument BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Brass Instruments 2 (WIS+DEX)/2 1d8 600 gp +5% All No Normal PHB317
Exotic Instruments 2 (WIS+DEX)/2 1d8 500 gp +5% All No Normal PHB317
Percussion Instruments 1 (WIS+DEX)/2 1d8 300 gp - All No Normal PHB318
Stringed Instruments 2 (WIS+DEX)/2 1d8 600 gp +5% All No Normal PHB318
Wind Instruments 2 (WIS+DEX)/2 1d8 500 gp +5% All No Normal PHB318
TASKS/ARTS
Tasks: Mundane 1
Mundane Task BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Armor Maintenance 2 1 (INT+DEX)/2 NA 75 gp -5% All No Never PHB318
Maintenance/Upkeep (General) 1 WIS NA 50 gp -20% All No Never PHB318
Shaving/Grooming 1 INT NA 25 gp -15% All No Never PHB318
Weapon Maintenance 2 1 WIS NA 10 gp -5% All No Never PHB318
1 Mundane Tasks are automatically successful as long as the monthly cost is paid and adequate tools and sufficient time is devoted to the skill. “Cost” refers to the monthly upkeep price.2 Cost is per weapon or armour (if used on a regular basis).
Compiled by Emanuel Nordrum. For free distribution only. 4 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Tasks: Combat Procedures
Combat Procedure BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Angawa Battle Cry 2 (STR+CHA)/2 1d6 225 gp - All No Never PHB319
The Anvil 8 (STR+DEX)/2 1d4 400 gp +15% All No Normal HJ8p9-10
Art of Beating 2 (STR+INT)/2 1d4 275 gp +5% All No Normal PHB319
Attitude Adjustment 1 (STR+CHA)/2 1d8 200 gp +5% All No Described PHB319
Brawler 2 (STR+DEX)/2 1d8 175 gp +5% All No GM/Always PHB319
Crane 2 DEX 1d4 215 gp +10% All No Never PHB319
Cricket-in-the-Pea Pod 1 DEX 1d5 275 gp +15% All No Described PHB319
Dirty Fighting 2 INT 1d6 225 gp - All No Never PHB319
Disarm 2 DEX 1d8 400 gp +5% Fi, Cl, Th No Always CG50
Disarm, Expert 3 DEX 1d6 1,000 gp +15% Fi, Cl, Th Disarm Always CG50
Entrenchment Construction 4 WIS 1d6 425 gp +5% All No Never PHB319
Establish Ambush Zone 8 WIS 1d6 225 gp +5% All No GM/Always PHB319
Eye Gouge 1 DEX 1d8 125 gp +5% All No Always PHB319
Eye of the Tiger Advantage 5 DEX 1d5 325 gp +10% All No Never PHB319
Fast Draw (KODT) 3 DEX 1d8 200 gp - All Any weapon proficiency Always KODT64p38
Feint 4 (DEX+WIS)/2 1d6 225 gp -5% Cl, Fi, Th No Always ZG72
Flying Combat 3 (DEX+WIS)/2 1d6 1,500 gp +10% Fighter Riding, Airborne Always CG51
Groin Punch 10 STR 1d4 75 gp +5% All No GM/Always PHB320
Improve Cover 4 (DEX+WIS)/2 1d6 200 gp - All No Always ZG72
Improved Charge 4 DEX 1d6 300 gp +10% All No Always CG51
Improved Overbearing 2 (STR+WIS)/2 1d8 250 gp -5% Cl, Fi. No Normal ZG72
Improved Subdual 3 (CHA+WIS)/2 1d4 300 gp - Cl, Fi. No Always ZG72
Improved Unarmed Combat 2 (DEX+WIS)/2 1d6 150 gp - Cl, Fi. No Always ZG72
Jousting 1 (STR+DEX+CON)/3 1d8 550 gp +10% All Basic Proficiency in Lance; Riding, Land-Based Normal KODT64p38
Jugular Swipe 10 DEX 1d4 275 gp +5% All No Always PHB320
Ka-Bob Maneuver 3 STR 1d6 130 gp +5% All Basic Proficiency with a large pointed weapon Always KODT64p38
Kidney Bruiser 15 STR 1d6 255 gp +5% All No GM/Always PHB320
Mortal Combat 9 CON 1d4 435 gp +5% All No Always PHB320
Muster Resolve 8 CON 1d6 325 gp +10% All No Always PHB320
Pimp Slap (Wuss Slap) 1 STR 1d6 95 gp +5% All No Always PHB320
Press the Attack 6 (STR+DEX)/2 2d4 400 gp - Fighter No Always CG51
Pugilism 7 (STR+DEX+INT)/3 1d6 125 gp +5% All No GM/Always PHB320
Round House Groin Kick 10 DEX 1d6 125 gp +5% All No GM/Always PHB320
Shield Bash 2 STR 1d6 500 gp +10% Fi, Cl. Shield Punch Always CG52
Shield Punch 1 STR 1d8 375 gp +5% Fi, Cl. No Always CG52
Siege Weapon Operation 2 (INT+WIS+CHA)/3 1d10 500 gp - All No Always LFG68
Trip Attack 2 (STR+DEX)/2 1d8 300 gp - All No Always CG52
Who’s Yer Mama Ankle Wrench 6 (STR+DEX)/2 1d6 225 gp +5% All No GM/Always PHB320
Tasks: Artisan and Performing Arts
Art BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Artistic Ability 1 (DEX+WIS)/2 1d6 500 gp +5% All No Described PHB320
Chanting 1 CON 1d12 250 gp -10% All No Always GG63
Dancing, Ballroom 1 DEX 1d6 400 gp +10% All No Never PHB321
Interpret/Perform Mime 1 INT 1d12 240 gp - All No Described PHB321
Juggling 1 DEX 1d8 100 gp +10% All No Described PHB321
Manu Weasel Dance 5 DEX 1d12 250 gp +5% All No Normal PHB321
Mocking Jig 10 DEX 1d10 120 gp +5% All No GM/Always PHB321
Poetry, Writing and Comprehen./Interpret. 1 (INT+WIS)/2 1d8 200 gp +10% All No Normal PHB321
Singing 1 CHA 1d4 500 gp +15% All No Described CG49/PHB321
Whistling/Humming 1 CHA 1d10 80 gp -15% All No Described GG68
Tasks: Sophisticated
Task BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Acting 2 WIS 1d10 800 gp - All No Described GG62
Animal Handling 1 WIS 1d10 300 gp +5% All Animal Lore Always PHB321
Animal Noise 1 WIS 1d8 100 gp - All No Always GG62
Compiled by Emanuel Nordrum. For free distribution only. 5 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Task BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Animal Training (specific animal type) 2 (INT+WIS)/2 1d10 500 gp +10% All Animal Handling Described PHB321
Armorer 10 INT 1d6 600 gp +5% All Leatherworking; Metalworking Described PHB321
Armor Repair, Advanced 4 (INT+DEX)/2 1d8 575 gp +10% All Armor Repair, Basic Always CG49/PHB322
Armor Repair, Basic 3 (INT+DEX)/2 1d10 375 gp +5% All Armor Maintenance Always CG49/PHB322
Armor Repair, Expert 8 (INT+DEX)/2 1d6 875 gp +10% All Armor Repair, Advanced Always CG49/PHB322
Bargain Sense 5 WIS 1d8 100 gp - All No Always PHB322
Bartering 1 WIS 1d8 100 gp - All No Described PHB322
Blacksmithing 1 STR 1d8 100 gp - All Blacksmith Tools Always PHB322
Boating 1 WIS 1d8 120 gp -5% All No Described GG63
Bowyer/Fletcher 1 DEX 1d8 450 gp +5% All No Always PHB322
Brewing 1 INT 1d12 75 gp - All No Always PHB322
Bribery 1 5 CHA 1d8 100 gp - Thief No Always LFG79
Calligraphy 1 DEX 1d10 100 gp +5% All No Always SSG53
Camouflage 2 WIS 1d10 275 gp +5% Fi., Th. No Always CG50
Carpentry 1 STR 1d10 150 gp +5% All Carpentry Tools (Wood Working) Described PHB322
Cartography: Dungeon 2 INT 1d8 200 gp +5% All Map Sense GM/Always PHB322
Cartography: Hasty Mapping 2 INT 1d10 75 gp - All Map Sense GM/Desc. PHB323
Cartography: Overland 2 INT 1d6 225 gp +10% All Map Sense GM/Desc. PHB323
Charioteering 1 DEX 1d8 165 gp +5% All No Never PHB323
Clever Packer 3 WIS 1d8 80 gp - All No Always PHB323
Cobbling 1 DEX 1d12 85 gp +5% All No Never PHB323
Coin Pile Numerical Approximation 2 INT 1d6 200 gp +10% All No Always PHB323
Complex Geometric Estimation 2 INT 1d4 350 gp +10% All No GM/Always PHB323
Construction: Defence Works 2 (STR+DEX+WIS)/3 1d6 400 gp +5% All No Always PHB323
Construction: Fortifications 2 (STR+DEX+WIS)/3 1d6 450 gp +5% All No Always PHB323
Construction: Hasty Defence Works 4 (STR+DEX+WIS)/3 1d10 300 gp - All No Described PHB323
Construction: Siege Works 2 (STR+DEX+WIS)/3 1d4 500 gp +5% All No GM/Always PHB323
Cooking 1 INT 1d12 75 gp - All Culinary Arts Described PHB323
Craft Instrument (instrument) 2 3 WIS 1d8 1,600 gp +5% All Carpentry Tools (Wood Working) Described GG64
Dig Hasty Grave 1 STR NA 5 gp -2% All No Never PHB323
Dig Proper Grave 1 WIS 1d20 15 gp - All No Never PHB323
Disguise 6 (INT+CHA)/2 1d6 900 gp - All No Always GG64
Distance Sense 1 WIS 1d12 125 gp - All No Always CG50
Endurance 4 (WIS+CON)/2 1d6 400 gp +10% All No Described PHB323
Farming 1 WIS 1d8 100 gp +5% All Agriculture Described PHB324
Fast Draw (GG) 2 CHA 1d6 175 gp +5% All No Always GG65
Fast Talking 1 CHA 1d8 200 gp - All No Always GG65
Fire-building 1 WIS 1d6 75 gp +5% All No Described PHB324
First Aid Skill Suite 3 5 INT 1d6 1,000 gp +10% All No Described PHB324
First Aid: Cauterize Wound 2 INT 1d8 350 gp +5% All No Normal PHB324
First Aid: Sew Own Wounds 2 INT 1d4 200 gp +5% All No Always PHB324
First Aid: Sew Wounds 2 INT 1d6 350 gp - All First Aid: Sew Own Wounds Always PHB324
Fishing 1 WIS 1d10 100 gp +5% All No Always PHB324
Fondling (Covet Appraisal Technique) 3 (DEX+WIS)/2 1d4 325 gp +10% All No Always PHB324
Forage for Food (by Climate) 1 WIS 1d6 245 gp +10% All No Always PHB325
Forgery 10 (DEX+INT)/2 1d4 350 gp +20% All No Always PHB325
Fortune Telling 2 CHA 1d8 550 gp - Thief No Always GG65
Gaming 3 CHA 1d6 200 gp +10% All No Always PHB325
Gem Cutting 2 DEX 1d4 700 gp +10% All Appraisal: Gemstone Always PHB325
Glean Information 3 CHA 1d8 300 gp +10% All No GM/Desc. GG65/PHB325
Haggle 2 (CHA+INT)/2 1d6 375 gp - All No Described PHB325
Healing 2 WIS 1d4 400 gp +5% All First Aid Skill Suite Described PHB325
Hunting 1 WIS 1d6 370 gp +5% All Identify Animal by Tracks Always PHB326
Identify Animal by Tracks 1 WIS 1d6 230 gp +15% All No Described PHB326
Intelligence Gathering 4 (INT+WIS)/2 1d6 575 gp +10% All 2 from: Disguise; Liar, Skilled; Stealthy Movement; Tracking Always PHB326
Interrogation 4 (STR+WIS)/2 1d6 400 gp +10% All Glean Information Always PHB326
Jeweler 2 INT 1d6 670 gp +5% All Metalworking; Gem Cutting Always PHB326
Juggling (GG) 2 DEX 1d6 400 gp +5% All No Always/Des. GG66
Jumping 1 STR 1d4 200 gp +5% All No Normal GG66/PHB326
Laborer, General 1 (STR+WIS)/2 NA 200 gp +5% All No Normal PHB326
Leatherworking 3 (STR+INT)/2 1d8 300 gp - All No Never PHB326
Compiled by Emanuel Nordrum. For free distribution only. 6 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Task BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Liar, Skilled 3 INT+CHA 1d6 400 gp +10% All No Always PHB327
Locksmithing 4 3 (STR+DEX+WIS)/3 1d6 800 gp +10% Thief Metalworking Described HJ7p16/GG66
Looting, Advanced 4 WIS 1d4 550 gp +10% All Looting, Basic Always PHB327
Looting, Basic 2 WIS 1d6 350 gp +5% All No Normal PHB327
Maintain Self-Discipline 2 WIS 1d4 300 gp +5% All No GM/Always PHB327
Map Sense (was Direction Sense) 1 WIS 1d6 200 gp +5% All No Normal PHB327
Mapless Travel 3 WIS 1d8 150 gp +10% All No Described PHB327
Metalworking 2 (STR+DEX+WIS)/3 1d6 500 gp +5% All Blacksmithing Never PHB327
Mimic Dialect 2 INT 1d4 200 gp +10% All Language, Modern Never PHB327
Mining 2 WIS 1d6 500 gp +5% All No Described PHB327
Mountaineering 1 (STR+DEX+INT)/3 1d8 400 gp +5% All No Normal PHB327
Mummification 2 INT 1d6 675 gp +15% All No Normal CLK42
Navigation, Nautical 2 INT 1d6 300 gp +10% All No Always PHB327
Observation 2 (WIS+INT)/2 1d8 250 gp +5% All No GM/Desc. GG67
Orchestrate Task 3 (INT+CHA)/2 1d6 400 gp +15% All No Normal PHB328
Penmanship 1 (INT+DEX)/2 1d12 125 gp - All No Always SSG53
Pinch 1 DEX NA NA - Thief No Never GG67/PHB328
Pottery 1 DEX 1d10 75 gp -1% All No Never PHB328
Reading Lips (known language) 2 INT 1d4 400 gp +15% All No Always PHB328
Reading/Writing (known language) 2 INT 1d6 350 gp +10% All No Described PHB328
Recruit Army 2 CHA 1d8 300 gp +5% All No Always PHB328
Riding, Airborne (mount) 2 (DEX+WIS)/2 1d6 550 gp +10% All Riding, Land-Based Described PHB328
Riding, Land-Based (mount) 1 (DEX+WIS)/2 1d8 350 gp +5% All No Described PHB328
Riding, Sea-Based (mount) 2 (DEX+WIS)/2 1d6 500 gp +10% All No Described CG51
Riding, Warhorse (Dwarven) 2 (DEX+CHA)/2 1d4 400 gp +10% All No Described PHB329
Rope Use 1 DEX 1d8 85 gp -5% All No Described PHB329
Running 1 CON 1d8 100 gp - All No Always PHB329
Seamanship 5 DEX 1d6 700 gp +10% All No Normal PHB329
Seamstress/Tailor 2 DEX 1d12 200 gp - All No Never PHB330
Seduction, Art of 1 (COM+CHA)/2 1d6 750 gp +15% All No Described PHB330
Set Snares 1 DEX 1d8 250 gp +5% All No Always PHB330
Set Traps, Advanced 2 DEX 1d8 400 gp -5% Thief Set Snares (does not apply to Thief group) GM/Always GG67
Shield Repair, Metal 3 (INT+DEX)/2 1d8 275 gp +15% All Leatherworking; Metalworking Always PHB330
Shield Repair, Wood 3 (INT+DEX)/2 1d10 175 gp +10% All Leatherworking; Carpentry Tools (Wood Working) Always PHB330
Skinning 1 (STR+WIS)/2 1d8 650 gp +5% All No Normal PHB330
Slaughter: Game Animal 1 (STR+WIS)/2 1d8 300 gp +5% All No Described PHB330
Slaughter: Livestock 1 (STR+WIS)/2 1d10 385 gp - All No Described PHB330
Sleight of Hand 4 DEX 1d6 450 gp +15% All No Always SSG53
“Slide Rule” Operations 5 4 (INT+DEX)/2 1d4 4,000 gp +10% All Pan-Dimensional Geo. Top. or Spirit Lore and Divine Lore Normal HJ6p13
Slip Away Into Shadows 1 DEX 1d6 450 gp +10% All No Always PHB330
Speed Reading 2 (INT+WIS)/2 1d10 300 gp +10% All Reading/Writing Described SSG53
Spell Tattooing 4 DEX 1d6 500 gp +15% MU Art Appreciation: Subset: Painting; Artistic Ability Always SSG54
Stealthy Movement 4 DEX 1d6 370 gp +10% All Slip Away Into Shadows Always PHB331
Stonemasonry 1 (STR+INT)/2 1d10 170 gp +5% All No Never PHB331
Survival Skill Suite 3 10 (INT+CON+WIS)/3 1d6 1,500 gp +5% All No Always PHB331
Survival, Arctic 3 (INT+CON+WIS)/3 1d4 450 gp +10% All No GM/Desc. PHB331
Survival, Desert 3 (INT+CON+WIS)/3 1d6 450 gp +10% All No Always PHB331
Survival, Jungle 2 (INT+CON+WIS)/3 1d8 250 gp +5% All No Always PHB331
Survival, Underground 3 (INT+CON+WIS)/3 1d4 275 gp +5% All No Always PHB331
Swimming 3 (STR+DEX+CON)/3 1d6 175 gp +5% All Swimming: Dog Paddle Normal PHB331
Swimming: Dog Paddle 1 (STR+CON)/2 1d10 50 gp - All No Normal PHB331
Tightrope Walking 1 DEX 1d4 375 gp +15% All No Always GG67/PHB331
Torture 3 (STR+INT)/2 1d6 250 gp +5% All No Described PHB332
Tracking Game 1 WIS 1d6 300 gp +10% All Identify Animal by Tracks Described PHB332
Tracking 2 WIS 1d4 350 gp +10% All No Described PHB332
Trailing 6 2 DEX 1d8 300 gp +5% All No Always GG67
Trap Sweep (Full Sweep) 1 (DEX+WIS)/2 1d8 375 gp +20% Thief No GM/Always GG68/PHB332
Tumbling 2 DEX 1d6 125 gp +10% All No Described GG68/PHB332
Vandalism/Desecration 2 STR 1d12 200 gp +5% All No Never PHB333
Ventriloquism 3 INT 1d4 300 gp +15% All No Always PHB333
Veterinary Healing 3 WIS 1d6 350 gp - All No Always ZG72
Compiled by Emanuel Nordrum. For free distribution only. 7 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Task BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Voice Mimicry 2 CHA 1d6 700 gp +15% Thief No Described GG68
Weaponsmithing 4 (DEX+INT)/2 1d6 700 gp +10% All Blacksmithing Always PHB333
Weaving 2 (DEX+INT)/2 1d8 100 gp +5% All No Normal PHB333
1 This skill is available to non-Thief group characters on a case by case basis.2 At character creation it’s possible to spend 12 BPs on this skill and learn Craft Instrument (All). Since this is effectively a Skill Suite, it’s listed under Suites as well.3 If what skills are available under the skill suite isn’t obvious, it’s also listed under “Skill Suites”.4 This skill originated in HackJournal. The Grifters Guide version has some additions, but everything in in the HackJournal article is included in the Grifter’s Guide.5 Special rules apply to taking this skill at character creation. See HJ6p13 for details.6 1 BP for Thief group.
Social Interaction
Social Skill BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Begging (General) 1 1 CHA 1d6 350 gp -10% All No Always HJ7p16/GG62
Begging (Panhandling) 1 2 CHA 1d4 400 gp - All Begging (General) Always HJ7p16/GG63
Berate 1 CHA 1d6 200 gp +5% All No Described PHB333
Calling Dibs 3 WIS 1d8 100 gp +15% All No Always PHB334
Crowd Working 2 (WIS+CHA)/2 1d8 100 gp - Thief No Always GG64
Diplomacy 2 CHA 1d8 150 gp +10% All No Described PHB334
Distraction 1 (CHA+WIS)/2 1d8 100 gp -15% All No Always ZG72
Feign Toughness 2 CHA 1d10 250 gp +5% All No Normal PHB334
Flex Muscle 2 STR 1d8 170 gp - All No Normal PHB334
Graceful Entrance/Exit 1 CHA 1d6 100 gp +10% All No Always PHB334
Idle Gossip 1 CHA 1d12 185 gp - All No Always PHB334
Intimidation 2 WIS 1d4 250 gp +5% All Feign Toughness Described PHB334
Joke Telling 1 (INT+CHA)/2 1d4 50 gp +10% All No GM/Desc. PHB334
Knowledge of Courtly Affairs 2 WIS 1d8 400 gp +5% All No Described PHB334
Mingling (Balls, Parties) 2 CHA 1d6 300 gp +10% All No Described PHB334
Oration 1 (INT+CHA)/2 1d4 190 gp +20% All Rousing Speech Always PHB334
Parley 4 CHA 1d4 150 gp +15% All No GM/Desc. PHB334
Poker Face 3 WIS 1d6 80 gp +10% All No Described PHB334
Resist Persuasion 1 WIS 1d8 90 gp +5% All No Always PHB335
Rousing Speech 3 CHA 1d6 270 gp +20% All No Described PHB335
Rules of Fair Play 1 WIS 1d6 150 gp +5% All No Always PHB335
Secret Persona 2 WIS 1d4 600 gp +5% All No Always PHB335
Snappy Comeback 1 (INT+WIS)/2 1d8 125 gp +5% All No Always CG52
Social Etiquette 1 (WIS+CHA)/2 1d6 170 gp +5% All No Described PHB335
Street Cred 1 (STR+WIS+CHA)/2 1d8 150 gp +10% All No GM/Desc. PHB335
Taunting, Major 3 WIS 1d6 200 gp +10% All No Described PHB335
Taunting: Minor 2 WIS 1d8 100 gp +5% All No Described PHB335
Threat Gesture 1 WIS 1d8 175 gp +5% All No GM/Always PHB335
Ulterior Motive 2 CHA 1d4 100 gp +10% All No GM/Always PHB335
1 These skills originated in HackJournal. The rules in the Grifter’s Guide are the same, except for a cheaper BP cost, although the descriptions vary slightly. The BP cost listed is the one in the Grifter’s Guide.
Skills, Tools
Tool BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Assaying/Surveying Tools 1 (DEX+INT)/2 1d8 4,200 gp - All No Normal PHB335
Blacksmith Tools 1 (STR+DEX+INT)/3 1d6 600 gp +5% All No Normal PHB335
Carpentry Tools (Wood Working) 1 (STR+DEX+INT)/3 1d8 4,200 gp - All No Normal PHB336
Construction Tools 1 (STR+DEX+INT)/3 1d8 4,200 gp - All No Normal PHB336
Drafting Tools 1 DEX 1d6 4,200 gp - All No Normal PHB336
Jewler Tools 1 (DEX+WIS)/2 1d8 4,200 gp - All No Normal PHB336
Leather Working Tools 1 DEX 1d6 400 gp +5% All No Normal PHB336
Mining Tools (stone working) 1 STR 1d8 400 gp +5% All No Normal PHB336
Peg Leg (per leg - left/right) 1 1 DEX NA Free +10% All No Normal PHB336
Surgery Tools/Suture Kit 1 DEX+INT/2 1d8 4,200 gp - All No Normal PHB336
1 Peg Legs are mastered through daily use. A character with this skill suffers no movement penalty, and if she begins the game fitted with a peg leg she automatically gains this skill. See PHB336 for more information.
Compiled by Emanuel Nordrum. For free distribution only. 8 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Unique Barbarian Skills 1
Skill BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Holistic First Aid 3 WIS 1d6 150 gp +5% All No CG8/PHB44
Makeshift Small Craft, Paddled 2 INT 1d8 400 gp +10% All No CG8/PHB44
Makeshift Small Craft, Rowed 2 INT 1d8 450 gp +10% All No CG8/PHB44
Outdoor Craft 4 (INT+WIS)/2 1d4 200 gp +5% All No CG8/PHB44
Sound Mimicry 1 INT 1d8 150 gp - All No CG8/PHB44
Wild Animal Handling 2 WIS 1d8 400 gp - All No CG8/PHB44
Wilderness Running 2 CON 1d6 50 gp -5% All No CG8/PHB44
1 Unique barbarian skills cannot be learned by non-barbarians except for rare circumstances, as the barbarian teaching method is very difficult for non-barbarians to understand. (CG8)
SKILL SUITES
Skill Suites 1
Suite BP Relevant Abilities Dice Cost Diff. Skills Included Page
Administrator/Politician Skill Suite 10 (WIS+CHA)/2 1d5 2,075 gp +15% Administration; Civil Operations; Leadership, Basic; Leadership:Committee; Liar,Skilled HJ5p10/GMG71
Artist Skill Suite 8 WIS 1d10 1,850 gp +15% Art Appreciation; Art Appraisal: Subset: Painting; Art Appraisal: Subset: Sculpture; Art Appreciation: Subset: Painting; Art Appreciation: Subset: Sculpture.
HJ5p10/GMG71
Blacksmith Skill Suite 4 STR 1d6 1,400 gp +10% Blacksmithing; Blacksmithing Tools; Fire-Building; Metalworking HJ5p10/GMG71
Carpenter Skill Suite 5 (STR+DEX+INT)/3 1d8 5,300 gp +10% Carpentry; Shield Repair: Wood; Carpentry Tools; Forestry HJ5p10/GMG71
Cartographer Skill Suite 7 INT 1d8 935 gp +10% (C: Cartography) C: Dungeon; C: Hasty Mapping; C: Overland; Reading/Writing HJ5p10/GMG71
Craft Instrument (All) 2 12 WIS 1d8 1,600 gp +5% (CI: Craft Instrument) CI: Brass; CI: Exotic; CI: Percussion; CI: Stringed; CI: Wind. GG64
Farmer’s Daughter Skill Suite 3 9 (WIS+CON)/2 1d10 1,650 gp +15% Agriculture; Animal Lore; Culinary Arts; Endurance; Riding, Land-Based HJ5p2
First Aid Skill Suite 5 INT 1d6 1,000 gp +10% First Aid: Cauterize Wound; First Aid: Sew Own Wounds; First Aid: Sew Wounds. PHB324
Healer/Doctor Skill Suite 8 INT 1d8 6,270 gp +15% Anatomy, Basic; First Aid Skill Suite; Surgery Tools HJ5p10/GMG71
Historian Skill Suite 4 (INT+WIS)/2 1d8 1,375 gp +15% Ancient History; History, Local; History, World; Reading/Writing HJ5p10/GMG71
Limner/Painter Skill Suite 7 INT 1d6 5,555 gp +15% Cartography: Overland; Art Appraisal: Subset: Painting; Reading/Writing; Drafting Tools HJ5p10/GMG71
Merchant’s Daughter Skill Suite 3 10 (WIS+INT)/2 1d8 852.5 gp +15% Bargain Sense; Bartering; Coin Pile Numerical Approximation; Haggle HJ5p2
Missionary Skill Suite 12 WIS 1d10 2,750 gp +10% Ancient History; Religion (General); Religion (specific); Survival Skill Suite HJ5p10/GMG71
Navigator Skill Set 6 INT 1d8 1,180 gp +15% Astrology; Navigation, Nautical; Swimming: Dog Paddle; Swimming CG51/GMG71
Noble’s Daughter Skill Suite 3 8 (WIS+CHA)/2 1d8 1,881 gp +20% Customs and Etiquette (culture); Dancing (Ballroom); Heraldry; Knowledge of Courtly Affairs; Mingling; Social Etiquette
HJ5p2
Sailor Skill Set 11 DEX 1d8 1,550 gp +15% Seamanship; Swimming: Dog Paddle; Swimming; Fishing; Navigation, Nautical; Rope Use CG52/GMG71
Scribe Skill Suite 3 INT 1d6 700 gp +15% Reading/Writing; Mathematics, Basic. HJ5p10/GMG71
Shipwright Skill Set 8 DEX 1d10 5,775 gp +15% Seamanship; Carpentry; Carpentry Tools; Seamstress/Tailor CG52/GMG71
“Slide Ruler” Skill Suite 4 11 INT 1d4 7,040 gp +25% Mathematics, Basic; Mathematics, Advanced; Pand-Dimensional Geometric Topology; “Slide Rule” Operations.”
HJ6p13
Survival Skill Suite 10 (INT+WIS+CON)/3 1d6 1,500 gp +5% Survival, Desert; Survival, Jungle; Survival, Underground; Survival, Arctic. PHB331
Tailor/Weaver Skill Suite 4 (DEX+INT)/2 1d12 500 gp +10% Weaving; Seamstress /Tailor; Idle Gossip HJ5p10/GMG71
Teamster/Freighter Skill Suite 4 (INT+WIS)/2 1d10 1,000 gp +15% Animal Handling; Charioteering; Carpentry; Complex Geometric Estimation. HJ5p10/GMG71
Thug Skill Suite 10 (STR+WIS/2 1d6 1,400 gp +10% Feign Toughn.; Flex Muscle; Intimidation; Art of Beating; Threat Gesture; Dirty Fighting HJ5p10/GMG71
Trader/Barterer Skill Suite 13 (STR+WIS)/2 1d8 1,250 gp +15% Haggle; Bargain Sense; Street Cred; Bartering; Appraising HJ5p10/GMG71
Trapper/Furrier Skill Suite 5 WIS 1d8 1,100 gp +10% Slaughter: Game Animal; Woodland Lore; Skinning; Haggle; Bartering HJ5p10/GMG71
1 At character creation, you may ignore any prerequisites for the included skills, but if taken during play, all prerequisites for the included skills must be at 50% or more.2 This suite is an exception to 1, as it always has the prerequisite, Carpentry Tools (Wood Working).3 These skill suites are intended to reflect social rank. The full name given is “Lower Classes: The Farmer’s Daughter Skill Suite”, “Middle Classes: The Merchant’s Daughter Skill Suite”, and “Upper Classes: The
Noble’s Daughter Skill Suite”. The Cost and Diff. for these suites are not official numbers (since there arn’t any), but based on Benjamin Pierce’s article “Suite Success” in HJ5. For more information, see HJ5p2 & HJ5p10.
4 Special rules apply to both taking this suite at character creation and its availability during play. See HJ6p13 for details.
ADVANCED COMBAT MANEUVERS
Named Fighting Styles 1
Style Relevant Abilities Dice Cost Diff. Course Prerequisite Page
Axe Storm Style (DEX+INT)/2 1d4 2,300 gp +10% DEX 17+; Hand Axe prof.; Advanced Two-Weapon Fighting; Quick Draw (hand axe); Trip Attack GG53
Striking Staff Style (STR+WIS)/2 1d8 500 gp +5% WIS 14+; Quarterstaff prof.; Advanced Two-Handed Fighting; Trip Attack GG54
Shield of Death Style (STR+INT)/2 1d4 1,000 gp +10% Shield Bash; Trip Attack; Tumbling; Advanced Weapon and Shield Fighting; Short sword prof.; Shield Specialization GG55
Hammer and Anvil Style (STR+INT)/2 1d6 1,000 gp +15% STR 17+; Shield Bash; Advanced Two-Weapon Fighting; Advanced Weapon and Shield Fighting; Warhammer prof. GG55
1 Certain rules apply to all Fighting Styles that differentiate them from normal skills: Only Fighter group characters may take them, they always require a skill check and they may not be taken at character creation. Each level of skill also gives access to new abilities. They are still considered Combat Maneuvers. More information is available on CG53.
Compiled by Emanuel Nordrum. For free distribution only. 9 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Martial Arts Styles 1
Martial Art BP Relevant Abilities Dice Cost Diff. Classes Course Prerequisite Check Req. Page
Bilodo 8 (DEX+WIS)/2 1d6 580 gp +6% All No Always CG109
Chi-Star 8 (DEX+WIS)/2 1d5 650 gp -5% All No Always CG109
Curlamo 8 (DEX+WIS)/2 1d10 600 gp - All No Always CG109
Fung-Chi 7 (DEX+WIS)/2 1d6 600 gp +5% All No Always CG109
Gung-Fu 9 (DEX+WIS)/2 1d8 525 gp +7% All No Always CG109
Hoohah 8 (DEX+WIS)/2 1d8 600 gp +5% All No Always CG109
Sung Hoy 9 (DEX+WIS)/2 1d6 550 gp +7% All No Always CG109
1 All Martial Arts Styles are available to all classes and require a skill check. For specific rules, see CG109. They are considered Combat Maneuvers despite being under an individual heading.
Special Martial Arts Maneuvers 1
Special Maneuver BP Relevant Abilities Dice Cost Diff. Course Prerequisite Page
Kick 1: Circle Kick 3 DEX 1d8 400 gp +3% Bilodo or Fung-Chi CG111
Kick 2: Flying Kick 6 DEX 1d6 750 gp +6% Bilodo or Gung-Fu CG111
Kick 3: Backward Kick 9 DEX 1d4 1,000 gp +9% Bilodo CG111
Lock 1: Choke Hold 3 DEX 1d8 400 gp +3% Gung-Fu CG111
Lock 2: Locking Block 6 DEX 1d6 750 gp +6% Gung-Fu CG111
Lock 3: Incapacitator 9 DEX 1d4 1,000 gp +9% Gung-Fu or Hoohah CG112
Lock 4: Immobilizing 12 DEX 1d4 1,300 gp +13% Hoohah CG112
Mental and Physical Training 1: Meditation 3 WIS 1d8 400 gp +3% Fung-Chi or Sung Hoy or Hoohah; 1 special maneuvre at 101+ and 1 at 51+ CG114
Mental and Physical Training 2: All-Around Sight 6 WIS 1d8 750 gp +6% Hoohah or Sung Hoy, 1 special maneuvre at 101+ and 2 at 51+ CG115
Mental and Physical Training 3: Mental Resistance 9 WIS 1d6 1,000 gp +9% Hoohah or Sung Hoy; 1 special maneuvre at 101+ and 2 at 51+ CG115
Mental and Physical Training 4: Ironskin 12 CON 1d4 1,300 gp +13% Fung-Chi; 1 special maneuvre at 101+ and 2 at 51+ CG115
Mental and Physical Training 5: Levitation 15 WIS 1d4 1,650 gp +17% Gung-Fu; 1 special maneuvre at 101+ and 2 at 51+ CG115
Movement 1: Feint 3 DEX 1d10 400 gp +3% Fung-Chi or Sung Hoy CG112
Movement 2: Prone Fighting 6 DEX 1d8 750 gp +6% Curlamo or Hoohah CG112
Movement 3: Immovability 9 DEX 1d8 1,000 gp +9% Sung Hoy CG112
Movement 4: Missile Deflection 12 DEX 1d6 1,300 gp +13% Gung-Fu CG112
Movement 5: Leap 15 DEX 1d6 1,600 gp +16% Bilodo or Chi-Star CG112
Movement 6: Speed 17 DEX 1d4 1,950 gp +18% Chi-Star CG112
Movement 7: Slow Resistance 20 WIS 1d4 2,300 gp +20% Chi-Star CG112
Punch 1: Concentrated Push 3 WIS 1d8 400 gp +3% Chi-Star CG113
Punch 2: Sticking Touch 6 WIS 1d6 750 gp +6% Chi-Star CG113
Punch 3: One Finger 9 WIS 1d4 1,000 gp +9% Chi-Star CG113
Strike 1: Iron Fist 3 CON 1d8 400 gp +3% Fung-Chi or Gung-Fu or Bilodo CG113
Strike 2: Crushing Blow 6 STR 1d6 750 gp +6% Fung-Chi or Gung-Fu CG113
Strike 3: Eagle Claw 9 STR 1d4 1,000 gp +9% Fung-Chi CG113
Throw 1: Fall 3 DEX 1d8 400 gp +3% Curlamo or Sung Hoy CG114
Throw 2: Instant Stand 6 DEX 1d6 750 gp +6% Curlamo or Sung Hoy CG114
Throw 3: Hurl 9 DEX 1d4 1,000 gp +9% Curlamo or Sung Hoy CG114
Throw 4: Great Throw 12 DEX 1d4 1,300 gp +12% Bilodo or Curlamo or Sung Hoy CG114
Vital Area 1: Pain Touch 3 DEX 1d8 400 gp +3% Curlamo or Sung Hoy CG114
Vital Area 2: Stunning Touch 6 DEX 1d6 750 gp +6% Curlamo or Sung Hoy CG114
Vital Area 3: Paralyzing Touch 9 WIS 1d4 1,000 gp +9% Curlamo or Hoohah CG114
Vital Area 4: Distance Death 12 WIS 1d4 1,300 gp +13% Curlamo or Chi-Star CG114
1 All Special Maneuvers are available to all classes and require a skill check. For specific rules, see CG111. They are still considered Combat Maneuvers despite being under an individual heading.
Compiled by Emanuel Nordrum. For free distribution only. 10 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Active Sense of Smell 5 All PHB337
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Animal Friendship 10 All PHB337
Aquatic Background 4 All CG57
Astute Observation 5 All PHB337
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Concentration 20 Cleric group ZG73
Courage 4 All ZG73
Cower 5 All GG68
Curse Resistance 6 All ZG73
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Elemental Resistance 5 All ZG74
Enhanced Turning 7 Cleric group ZG74
Fast Turning 5 Cleric group ZG74
Follow-Through Healing 4 Cleric group ZG74
High Heel Walking 2 All HJ8p17
Talent BP Available To Page
Illusion Resistant 5 All PHB339
Javelin Bonus 5 All PHB339
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Life Smite 6 Cleric group ZG74
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Multiattack Bonus 5 Fighter group CG58
Paralyzation Bonus 4 All ZG74
Poison Bonus 5 All ZG74
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Short Sword Bonus 5 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Spear Bonus 5 All PHB340
Stealth 10 All PHB340
Thick Blood 5 All ZG75
Vigor 9 All ZG75
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Aardvarkian
Talents
Magic Trap Sense and Simultaneous Backstab At-tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Compiled by Emanuel Nordrum. For free distribution only. 11 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acrobatic Skill Suite 5 All PHB337
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Aquatic Background 4 All CG57
Arcane Swindler 6 MU group, Bards SSG54
Astute Observation 5 All PHB337
Balance Bonus 10 All PHB337
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Bloodline 5 Magic-User group SSG54
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Close to the Earth 5 All PHB338
Concentration 20 Cleric group ZG73
Constitution/Health Bonus 10 All PHB338
Counter Speller 15 Magic-User group SSG55
Courage 4 All ZG73
Cower 5 All GG68
Crossbow Bonus 5 All PHB338
Curse Resistance 6 All ZG73
Dagger Bonus 5 All PHB338
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Eagle Eye 4 All SSG54
Elemental Resistance 5 All ZG74
Endurance 5 All PHB338
Enhanced Turning 7 Cleric group ZG74
Expert Cheater 5 Thief group GG68
Fast Cast 10 Magic-User group SSG54
Fast Turning 5 Cleric group ZG74
Follow-Through Healing 4 Cleric group ZG74
Forest Fighting 3 All CG57
Forgettable Face 5 All GG69
Grace Under Pressure 5 All PHB339
Talent BP Available To Page
High Heel Walking 2 All HJ8p17
High Spell-Jacker 5 Magic-User group SSG54
Javelin Bonus 5 All PHB339
Keen Sight (Long Distance) 5 All PHB339
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Less Sleep 5 All PHB339
Life Smite 6 Cleric group ZG74
Magic Identification 10 All PHB339
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Mnemonically Gifted 15 All SSG54
Multiattack Bonus 5 Fighter group CG58
Pain Resistance 6 All CG58
Paralyzation Bonus 4 All ZG74
Perfect Grooming 2 All GG69
Photographic Memory 5 All ZG75/PHB339
Poison Bonus 5 All ZG74
Precise Targeting 5 Magic-User group SSG55
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Learner 5 All SSG55
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Seeking Grasping Hands 5 All PHB340
Short Sword Bonus 5 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Sixth Sense 5 All PHB340
Spell Razor 15 Magic-User group SSG55
Still Casting 15 Magic-User group SSG55
Take After (human/drow) 30 All GMG72
Thick Blood 5 All ZG75
Vigor 9 All ZG75
Voiceless Casting 20 Magic-User group SSG55
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Magic Trap Sense and Simultaneous Backstab At-tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Darkman
Talents
Compiled by Emanuel Nordrum. For free distribution only. 12 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acrobatic Skill Suite 5 All PHB337
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Aquatic Background 4 All CG57
Astute Observation 5 All PHB337
Attack Higher Bonus 5 Fighter group CG57
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Bloodline 5 Magic-User group SSG54
Blood Turning 10 Cleric group ZG73
Bow Bonus 5 All PHB337
Breath Weapon Bonus 4 All GG68
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Close to the Earth 5 All PHB338
Cold Resistance 5 All PHB338
Concentration 20 Cleric group ZG73
Constitution/Health Bonus 10 All PHB338
Counter Speller 15 Magic-User group SSG55
Courage 4 All ZG73
Cower 5 All GG68
Crossbow Bonus 5 All PHB338
Curse Resistance 6 All ZG73
Dagger Bonus 5 All PHB338
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Defend Bigger Bonus 5 Fighter group CG57
Detect Secret Doors 5 All PHB338
Determine Stability 5 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Eagle Eye 4 All SSG54
Elemental Resistance 5 All ZG74
Enhanced Turning 7 Cleric group ZG74
Expert Cheater 5 Thief group GG68
Fast Turning 5 Cleric group ZG74
Follow-Through Healing 4 Cleric group ZG74
Forest Fighting 3 All CG57
Forest Movement 10 All PHB339
Grace Under Pressure 5 All PHB339
Talent BP Available To Page
Hardy Traveler 5 All CG57
Heat Resistance 5 All PHB339
High Heel Walking 2 All HJ8p17
Javelin Bonus 5 All PHB339
Keen Sight (Long Distance) 5 All PHB339
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Less Sleep 5 All PHB339
Life Smite 6 Cleric group ZG74
Magic Identification 10 All PHB339
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Mining Sense 5 All PHB339
Multiattack Bonus 5 Fighter group CG58
Paralyzation Bonus 4 All ZG74
Perfect Grooming 2 All GG69
Photographic Memory 5 All ZG75/PHB339
Poison Bonus 5 All ZG74
Precise Targeting 5 Magic-User group SSG55
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Seeking Grasping Hands 5 All PHB340
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Speak With Plants 10 All PHB340
Spear Bonus 5 All PHB340
Spell Abilities 15 All PHB340
Still Casting 15 Magic-User group SSG55
Sword Bonus 5 All PHB340
Thick Blood 5 All ZG75
Trident Bonus 5 All PHB340
Vigor 9 All ZG75
Voiceless Casting 20 Magic-User group SSG55
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Blind Fighting and Blind Casting are both excel-lent talents that work of your innate Spell Abili-ties. Being able to create Darkness at will, you should take advantage of the fact.
Less sleep is a very useful talent, although it’s usefulness for spell casters diminishes after they get access to 3rd level spells. But the ability to only sleep for 4 hours is extremely useful for keeping guard shifts etc.
Photographic Memory is a must-have for ar-cane spell casters, and highly useful for anyone else as well. A perfect memory has so many uses, it’s difficult to list them all.
Astute Observation and Acute (high) Alertness both give you a 1 in 10 chance of being suprised, but you’ve already got this ability innately. Still, the side features of each talent make them nice, if slightly less usefull than to most races.
Magic Trap Sense and Simultaneous Backstab At-
tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
Drow already have Spell Abilities, but there’s nothing stoping you from taking them a second time. On one hand, it’s redundant. On the other, noone will expect you to have a second Darkness spell, which might give you the upper hand.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
Please note that all elves are ambidextrous, so putting 5 BP into the talent is a waste.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Drow
Talents
Compiled by Emanuel Nordrum. For free distribution only. 13 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Astute Observation 5 All PHB337
Attack Higher Bonus 5 Fighter group CG57
Axe Bonus 5 All PHB337
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Brewing 5 All PHB337
Burst of Speed 5 All ZG73
Called Shot Bonus 5 Fighter group CG57
Close to the Earth 5 All PHB338
Concentration 20 All ZG73
Constitution/Health Bonus 10 All PHB338
Courage 4 All ZG73
Cower 5 All GG68
Critical Hit Bonus 5 Fighter group CG57
Crossbow Bonus 5 All PHB338
Curse Resistance 6 All ZG73
Damage Cap Bonus 5 Fighter group CG57
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Defend Bigger Bonus 5 Fighter group CG57
Dense Skin 10 All PHB338
Detect Evil 5 All PHB338
Detect Poison 5 All PHB338
Determine Age 5 All PHB338
Determine Stability 5 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Elemental Resistance 5 All ZG74
Endurance 5 All PHB338
Enhanced Turning 7 Cleric group ZG74
Evaluate Gems 5 All PHB338
Expert Haggler 5 All PHB338
Fast Turning 5 Cleric ZG74
Follow-Through Healing 4 Cleric ZG74
Good Immune System 5 All GG69
Hardy Traveler 5 All CG57
High Heel Walking 2 All HJ8p17
Talent BP Available To Page
High Tolerance 5 All GG69
Hit Point Bonus 10 All PHB339
Illusion Resistant 5 All PHB339
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Life Smite 6 Cleric group ZG74
Mace Bonus 5 All PHB339
Magic Trap Sense 1 Thief group GG69
Martial Tradition 4 Magic-User group SSG54
Mass Turning 5 Cleric group ZG74
Meld Into Stone 10 All PHB339
Mining Sense 5 All PHB339
Mountain Fighting 3 All CG58
Multiattack Bonus 5 Fighter group CG58
Pain Resistance 6 All CG58
Paralyzation Bonus 4 All ZG74
Pick Bonus 5 All PHB339
Poison Bonus 5 All ZG74
Precise Targeting 5 Magic-User group SSG55
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG74
Quick Change 4 All CG58
Quick Movement 5 All GG69
Quick Thinking 5 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 5 All ZG75
Resistance 5 All PHB340
Second Sight 5 All ZG75
Short Sword Bonus 5 All PHB340
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Sixth Sense 5 All PHB340
Stealth 10 All PHB340
Stone Tell 10 All PHB340
Thick Blood 5 All ZG75
Thick Headed 5 All CG58
Touched by Yurgain 0 Battle-Mages PHB340
Unyielding 10 Fighter group CG58
Vigor 9 All ZG75
Warhammer Bonus 5 All PHB340
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Dwarves gain racial bonuses to several skills:Appraisal: Gemstone (+15%)Geology (unspecified)Coin Pile Numerical Approximation (+15%)Mining (+15%)Stonemasonry (+10%)
The bonus to Appraisal: Gemstone is nice but unless you plan on branching into Gem Cutting, you’re much better off investing in the Evaluate Gems talent at a straight 5 BP versus Appraisal: Gemstone’s 3 BP, skill check required, and prereq-uisite of Appraisal, which is 6 BP a pop.
The Brewing talent is more or less worthless, unless you plan on taking your Brewing skill above 125%. And even then, the 10% bonus isn’t any-thing worth bragging about.
Dwarves take a -1 to their charisma and come-liness scores, but this is easily offset by taking a few skills: Shaving/Grooming gives you +1 to
comeliness as long as you pay 25 gold a month. History, Local lets you tell entertaining stories, giv-ing you +2 charisma for the encounter. You also only need to roll against the skill when learning the story, which you can do on your own when-ever you want. Dancing, Ballroom gives you +1 charisma for as long as you’re dancing, and no skill check is required, but dancing is not always appropriate.
Dense Skin offers excellent protection from a third of the weapon types in HackMas-ter. Remember, fists are blunt weapons too. *cough*Monks*cough*. It also has no upper limit, so any tree-trunk wielding giants will suffer as well.
Dwarves naturally have improved saving throws against wands, rods, staves, spells and poi-son, but it’s possible to improve others as well; Death Magic Bonus gives you a nice boost against death magic. Breath Weapon Bonus does the same
against breath weapons, obviously, and Paralyza-tion Bonus does the same towards paralyzation. High Tolerance ups your poison save by 1, but the 5 BPs is better spent on Poison Bonus, which ups it by 2 and 4 against a specific poison type. Don’t forget to boost your constitution if that will take you to the next save modifier -- 5 points in constitution is better spent than 5 points on Poison Bonus.
Curse Resistance gives you a nice general bonus against cursed items, as well as allow you a sav-ing throw versus rod, wand or staff (one of your strong suites) to remove the cursed item.
For a thief, Astute Observation is great. For any-one else, invest in Acute (high) Alertness. Either way, 5 BP gives you a 1 in 10 chance of being surprised.
Magic Trap Sense and Simultaneous Backstab At-tacks are, for the price, indispensable to any thief.
These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Dwarf
Talents
Compiled by Emanuel Nordrum. For free distribution only. 14 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acrobatic Skill Suite 5 All PHB337
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Animal Companion 10 All PHB337
Aquatic Background 4 All CG57
Astute Observation 5 All PHB337
Attack Higher Bonus 5 Fighter group CG57
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Bloodline 5 Magic-User group SSG54
Blood Turning 10 Cleric group ZG73
Bow Bonus 5 All PHB337
Breath Weapon Bonus 4 All GG68
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Cold Resistance 5 All PHB337
Concentration 20 Cleric group ZG73
Counter Speller 15 Magic-User group SSG55
Courage 4 All ZG73
Cower 5 All GG68
Curse Resistance 6 All ZG73
Dagger Bonus 5 All PHB338
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Defend Bigger Bonus 5 Fighter group CG57
Detect Secret Doors 5 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Eagle Eye 4 All SSG54
Elemental Resistance 5 All ZG74
Enhanced Turning 7 Cleric group ZG74
Expert Cheater 5 Thief group GG68
Fast Turning 5 Cleric group ZG74
Follow-Through Healing 4 Cleric group ZG74
Forest Fighting 3 All CG57
Forest Movement 10 All PHB339
Grace Under Pressure 5 All PHB339
Hardy Traveler 5 All CG57
Talent BP Available To Page
Heat Resistance 5 All PHB339
High Heel Walking 2 All HJ8p17
Javelin Bonus 5 All PHB339
Keen Sight (Long Distance) 5 All PHB339
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Less Sleep 5 All PHB339
Life Smite 6 Cleric group ZG74
Magic Identification 10 All PHB339
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Multiattack Bonus 5 Fighter group CG58
Paralyzation Bonus 4 All ZG74
Perfect Grooming 2 All GG69
Photographic Memory 5 All ZG75/PHB339
Poison Bonus 5 All ZG74
Precise Targeting 5 Magic-User group SSG55
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Seeking Grasping Hands 5 All PHB340
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Speak With Plants 10 All PHB340
Spear Bonus 5 All PHB340
Spell Abilities 15 All except Barbarian PHB340
Still Casting 15 Magic-User group SSG55
Sword Bonus 5 All PHB340
Thick Blood 5 All ZG75
Track Game Animal 5 Grunge Only PHB340
Trident Bonus 5 All PHB340
Vigor 9 All ZG75
Voiceless Casting 20 Magic-User group SSG55
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Magic Trap Sense and Simultaneous Backstab At-tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
Elves are naturally ambidextrous, and as such there’s no point in taking the talent.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Elf
Talents
Compiled by Emanuel Nordrum. For free distribution only. 15 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Animal Friendship 10 All PHB337
Aquatic Background 4 All CG57
Arcane Swindler 6 MU group, Bards SSG54
Astute Observation 5 All PHB337
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Brewing 5 All PHB337
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Close to the Earth 5 All PHB338
Concentration 20 Cleric group ZG73
Counter Speller 15 Magic-User group SSG55
Courage 4 All ZG73
Cower 5 All GG68
Curse Resistance 6 All ZG73
Dagger Bonus 5 All PHB338
Dart Bonus 5 All PHB338
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Defensive Bonus 5 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Eagle Eye 4 All SSG54
Elemental Resistance 5 All ZG74
Engineering Bonus 5 All PHB338
Enhanced Turning 7 Cleric group ZG74
Experience Bonus 10 All PHB338
Expert Cheater 5 Thief group GG68
Fast Turning 5 Cleric group ZG74
Follow-Through Healing 4 Cleric group ZG74
Forest Movement 10 All PHB339
Freeze 5 All PHB339
Talent BP Available To Page
Hide 10 All PHB339
High Heel Walking 2 All HJ8p17
Item Savant 5 Magic-User group SSG54
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Life Smite 6 Cleric group ZG74
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Mining Sense 5 All PHB339
Mountain Fighting 3 All CG58
Multiattack Bonus 5 Fighter group CG58
Opportunist (skill/trait) 5 All PHB339
Pain Resistance 6 All CG58
Paralyzation Bonus 4 All ZG74
Poison Bonus 5 All ZG74
Potion Identification 5 All PHB339
Precise Targeting 5 Magic-User group SSG55
Precision Casting 5 Cleric group ZG74
Prudish 5 All ZG75
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Learner 5 All SSG55
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Reaction Bonus 5 All PHB339
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Short Sword Bonus 5 All PHB340
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Sixth Sense 5 All PHB340
Sling Bonus 5 All PHB340
Stealth 10 All PHB340
Thick Blood 5 All ZG75
Unyielding 10 Fighter group CG58
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Gnomes gain a racial bonus to the Geology skill, although the exact bonus isn’t specified.
Opportunist: One of the great things about be-ing a gnome is access to the Opportunist talent. Il-lusionists can spell-jack with less risk, thieves are considerably more adept, and gnome titans with combat procedures are even more lethal.
Defensive Bonus: This innocuous-looking talent is excellent if your adventurer plans on spending considerable time underground. Each purchase gives your AC a +1. That AC bonus, however, is for all situations, whether the attacker is coming from behind, has surprised you, or even if you are unconscious. There are several class/package combinations which allow you to purchase this talent at a reduced price; seriously consider it under discounted conditions.
Potion Identification. This talent is seldom that effective -- and just possessing the Alchemy skill gives a character an automatic 50% chance to identify the properties of a liquid or compound. Take the skill over the talent, especially since you can pick it up after character creation.
Close to the Earth: This talent allows you to heal naturally underground at double your normal
rate. Considering the access to healing magics and potions in a typical HackMaster game, this talent does almost no good whatsoever.
Counter Speller. Normally an interesting choice, it isn’t a very good one for gnomes. Gnomes can only become illusionists, and as such they learn abjuration spells with massive penalties. Con-sidering the difficulties in learning dispel magic, along with the restrictions on spell memoriza-tions from outside schools for specialists, it makes almost no sense for a gnome illusionist to take this talent.
Engineering Bonus. +10% to all engineering checks is almost pointless. The Engineering skill can be purchased for just 2 BP per 1d4%, and Opportunist gives a +5% to all those checks along with every other one.
Magic Trap Sense and Simultaneous Backstab At-tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your
GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Gnome
Talents
Compiled by Emanuel Nordrum. For free distribution only. 16 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Animal Friendship 10 All PHB337
Aquatic Background 4 All CG57
Astute Observation 5 All PHB337
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Concentration 20 Cleric group ZG73
Courage 4 All ZG73
Cower 5 All GG68
Curse Resistance 6 All ZG73
Dagger Bonus 5 All PHB338
Dart Bonus 5 All PHB338
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Defensive Bonus 5 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Elemental Resistance 5 All ZG74
Engineering Bonus 5 All PHB338
Enhanced Turning 7 Cleric group ZG74
Fast Turning 5 Cleric group ZG74
Follow-Through Healing 4 Cleric group ZG74
Forest Movement 10 All PHB339
Hide 10 All PHB339
Talent BP Available To Page
High Heel Walking 2 All HJ8p17
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Life Smite 6 Cleric group ZG74
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Mining Sense 5 All PHB339
Multiattack Bonus 5 Fighter group CG58
Paralyzation Bonus 4 All ZG74
Poison Bonus 5 All ZG74
Potion Identification 5 All PHB339
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Reaction Bonus 5 All PHB339
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Sixth Sense 5 All PHB340
Sling Bonus 5 All PHB340
Stealth 10 All PHB340
Take After (gnome/halfling) 30 All GMG72
Thick Blood 5 All ZG75
Vigor 9 All ZG75
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Defensive Bonus: This innocuous-looking talent is excellent if your adventurer plans on spending considerable time underground. Each purchase gives your AC a +1. That AC bonus, however, is for all situations, whether the attacker is coming from behind, has surprised you, or even if you are unconscious. There are several class/package combinations which allow you to purchase this talent at a reduced price; seriously consider it under discounted conditions.
Potion Identification. This talent is seldom that effective -- and just possessing the Alchemy skill gives a character an automatic 50% chance to identify the properties of a liquid or compound. Take the skill over the talent, especially since you can pick it up after character creation.
Engineering Bonus. +10% to all engineering checks is almost pointless. The Engineering skill can be purchased cheaply, and Opportunist gives a +5% to all those checks along with every other one.
Magic Trap Sense and Simultaneous Backstab At-
tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
Reaction Bonus is unique to halflings and, if you’re playing a bard or plain want to make a good impression, is quite nice. Of course, it’s 5 BPs per level, while raising your charisma is only 4 BPs and aplies to halflings as well. Your choice.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Gnomeling
Talents
Compiled by Emanuel Nordrum. For free distribution only. 17 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Animal Friendship 10 All PHB337
Aquatic Background 4 All CG57
Astute Observation 5 All PHB337
Attack Higher Bonus 5 Fighter group CG57
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Brewing 5 All PHB337
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Close to the Earth 5 All PHB338
Concentration 20 Cleric group ZG73
Courage 4 All ZG73
Cower 5 All GG68
Critical Hit Bonus 4 Fighter group CG57
Curse Resistance 6 All ZG73
Dagger Bonus 5 All PHB338
Damage Cap Bonus 5 Fighter group CG57
Dart Bonus 5 All PHB338
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Defend Bigger Bonus 5 Fighter group CG57
Defensive Bonus 5 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Elemental Resistance 5 All ZG74
Engineering Bonus 5 All PHB338
Enhanced Turning 7 Cleric group ZG74
Expert Cheater 5 Thief group GG68
Fast Turning 5 Cleric group ZG74
Follow-Through Healing 4 Cleric group ZG74
Forest Movement 10 All PHB339
Freeze 5 All PHB339
Talent BP Available To Page
Hide 10 All PHB339
High Heel Walking 2 All HJ8p17
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Life Smite 6 Cleric group ZG74
Magic Trap Sense 1 Thief group GG69
Martial Tradition 4 Magic-User group SSG54
Mass Turning 7 Cleric group ZG74
Mining Sense 5 All PHB339
Mountain Fighting 3 All CG58
Multiattack Bonus 5 Fighter group CG58
Opportunist (skill/trait) 5 All PHB339
Pain Resistance 6 All CG58
Paralyzation Bonus 4 All ZG74
Poison Bonus 5 All ZG74
Potion Identification 5 All PHB339
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Reaction Bonus 5 All PHB339
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Short Sword Bonus 5 All PHB340
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Sixth Sense 5 All PHB340
Sling Bonus 5 All PHB340
Stealth 10 All PHB340
Thick Blood 5 All ZG75
Thick Headed 5 All CG58
Unyielding 10 Fighter group CG58
Vigor 9 All ZG75
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Opportunist: One of the great things about be-ing a gnome is access to the Opportunist talent. Il-lusionists can spell-jack with less risk, thieves are considerably more adept, and gnome titans with combat procedures are even more lethal.
Defensive Bonus: This innocuous-looking talent is excellent if your adventurer plans on spending considerable time underground. Each purchase gives your AC a +1. That AC bonus, however, is for all situations, whether the attacker is coming from behind, has surprised you, or even if you are unconscious. There are several class/package combinations which allow you to purchase this talent at a reduced price; seriously consider it under discounted conditions.
Reduced Facing: Small characters already have an advantage in regards to the number of creatures which can attack them at once. A gnome titan with this talent can hold out against a great many foes for considerably longer period of time.
Unyielding: Gnome Titans make great fighters, but their lack of hitpoints is a concern. Especially when it comes to threshold of pain. By taking Unyielding you help mitigate this weakness by in-creasing the TOP of your Gnome Titan fighter.
Potion Identification. This talent is seldom that effective -- and just possessing the Alchemy skill gives a character an automatic 50% chance to identify the properties of a liquid or compound. Take the skill over the talent, especially since you can pick it up after character creation.
Close to the Earth: This talent allows you to heal naturally underground at double your normal rate. Considering the access to healing magics and potions in a typical HackMaster game, this talent does almost no good whatsoever.
Engineering Bonus. +10% to all engineering checks is almost pointless. The Engineering skill can be purchased cheaply, and Opportunist gives a +5% to all those checks along with every other one.
Magic Trap Sense and Simultaneous Backstab At-tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-
tween male or female characters, although your GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Gnome-Titan
Talents
Compiled by Emanuel Nordrum. For free distribution only. 18 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acrobatic Skill Suite 5 All PHB337
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Aquatic Background 4 All CG57
Arcane Swindler 6 MU group, Bards, Non-Lawful only SSG54
Astute Observation 5 All PHB337
Balance Bonus 10 All PHB337
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Bloodline 5 Magic-User group SSG54
Blood Turning 10 Cleric group ZG73
Bow Bonus 5 All PHB337
Breath Weapon Bonus 4 All GG68
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Cold Resistance 5 All PHB338
Concentration 20 Cleric group ZG73
Counter Speller 15 Magic-User group SSG55
Courage 4 All ZG73
Cower 5 All GG68
Curse Resistance 6 All ZG73
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Detect Secret Doors 5 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Eagle Eye 4 All SSG54
Elemental Resistance 5 All ZG74
Enhanced Turning 7 Cleric group ZG74
Expert Cheater 5 Thief group GG68
Fast Cast 10 Magic-User group SSG54
Fast Turning 5 Cleric group ZG74
Follow-Through Healing 4 Cleric group ZG74
Forest Fighting 3 All CG57
Forgettable Face 5 All GG69
Heat Resistance 5 All PHB339
Talent BP Available To Page
High Heel Walking 2 All HJ8p17
High Spell-Jacker 5 Magic-User group SSG54
Keen Sight (Long Distance) 5 All PHB339
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Less Sleep 5 All PHB339
Life Smite 6 Cleric group ZG74
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Mnemonically Gifted 15 All SSG54
Multiattack Bonus 5 Fighter group CG58
Pain Resistance 6 All CG58
Paralyzation Bonus 4 All ZG74
Perfect Grooming 2 All GG69
Photographic Memory 5 All ZG75/PHB339
Poison Bonus 5 All ZG74
Precise Targeting 5 Magic-User group SSG55
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Learner 5 All SSG55
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Resistance 5 All PHB340
Second Sight 5 All ZG75
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Spell Razor 15 Magic-User group SSG55
Still Casting 15 Magic-User group SSG55
Sword Bonus 5 All PHB340
Take After (elf/human) 30 All GMG
Thick Blood 5 All ZG75
Vigor 9 All ZG75
Voiceless Casting 20 Magic-User group SSG55
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Magic Trap Sense and Simultaneous Backstab At-tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Half-Elf
Talents
Compiled by Emanuel Nordrum. For free distribution only. 19 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Aquatic Background 4 All CG57
Astute Observation 5 All PHB337
Balance Bonus 10 All PHB337
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Brewing 5 All PHB337
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Concentration 20 Cleric group ZG73
Courage 4 All ZG73
Cower 5 All GG68
Curse Resistance 6 All ZG73
Dagger Bonus 5 All PHB338
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Detect Evil 5 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Elemental Resistance 5 All ZG74
Enhanced Turning 7 Cleric group ZG74
Expert Haggler 5 All PHB338
Fast Turning 5 Cleric group ZG74
Follow-Through Healing 4 Cleric group ZG74
Forest Fighting 3 All CG57
Hide 10 All PHB339
Talent BP Available To Page
High Heel Walking 2 All HJ8p17
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Life Smite 6 Cleric group ZG74
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Multiattack Bonus 5 Fighter group CG58
Opportunist (skill/trait) 5 All PHB339
Pain Resistance 6 All CG58
Paralyzation Bonus 4 All ZG74
Poison Bonus 5 All ZG74
Precision Casting 5 Cleric group ZG74
Prudish 5 All ZG75
Puritanical 10 All ZG75
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Sixth Sense 5 All PHB340
Taunt 5 All PHB340
Thick Blood 5 All ZG75
Unyielding 10 Fighter group CG58
Vigor 9 All ZG75
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Opportunist is, without a doubt, the single best talent in HackMaster. For 5 BP you get +5% to any d100 roll. This will save your ass on many oc-casions. No halfling should be without.
Magic Trap Sense and Simultaneous Backstab At-tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
If your character has the Gambling Addiction or Alcoholic quirks, concider investing in the Pu-ritanical talent, especially if they have low wisdom scores. For 2 BPs more than you gained for the flaw you gain a decent protection against it as well as protection against high comlieness. If you have both quirks, this talent is a must-have.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Halfling
Talents
Compiled by Emanuel Nordrum. For free distribution only. 20 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Active Sense of Smell 5 All PHB337
Acute (high) Alertness 5 All PHB337
Acute Taste 5 All PHB337
Ambidextrous 5 All PHB337
Aquatic Background 4 All CG57
Attack Bonus 5 All PHB337
Attack Higher Bonus 5 Fighter group CG57
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Concentration 20 Cleric group ZG73
Courage 4 All ZG73
Cower 5 All GG68
Critical Hit Bonus 4 Fighter group CG57
Curse Resistance 6 All ZG73
Damage Bonus 5 All PHB338
Damage Cap Bonus 5 Fighter group CG57
Death Magic Bonus 6 All ZG73
Defend Bigger Bonus 5 Fighter group CG57
Dense Skin 10 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Elemental Resistance 5 All ZG74
Endurance 5 All PHB338
Enhanced Turning 7 Cleric group ZG74
Fast Turning 5 Cleric group ZG74
Fireborn 15 All COB123
Follow-Through Healing 4 Cleric group ZG74
Talent BP Available To Page
Good Immune System 5 All GG69
Hardy Traveler 5 All CG57
High Heel Walking 2 All HJ8p17
High Tolerance 5 All GG69
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Life Smite 6 Cleric group ZG74
Mace Bonus 5 All PHB339
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Mountain Fighting 3 All CG58
Multiattack Bonus 5 Fighter group CG58
Pain Resistance 6 All CG58
Paralyzation Bonus 4 All ZG74
Poison Bonus 5 All ZG74
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Take After (human) 30 All GMG72
Thick Blood 5 All ZG75
Thick Headed 5 All CG58
Unyielding 10 Fighter group CG58
Vigor 9 All ZG75
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Think long and hard about taking Acute (high) Alertness. It gives you a 1 in 10 chance of being surprised, and you have Active Sense of Smell in-nate, which gives you a leg up on the competition in the form of a +1 on your surprise roll. Baring modifiers, you’ve got a 0 in 10 chance of being surprised.
Magic Trap Sense and Simultaneous Backstab At-tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Half-Orc
Talents
Compiled by Emanuel Nordrum. For free distribution only. 21 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Active Sense of Smell 5 All PHB337
Aquatic Background 4 All CG57
Attack Higher Bonus 5 Fighter group CG57
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Concentration 20 Cleric group ZG73
Courage 4 All ZG73
Cower 5 All GG68
Critical Hit Bonus 4 Fighter group CG57
Curse Resistance 6 All ZG73
Damage Bonus 5 All PHB338
Damage Cap Bonus 5 Fighter group CG57
Death Magic Bonus 6 All ZG73
Defend Bigger Bonus 5 Fighter group CG57
Dense Skin 0 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Elemental Resistance 5 All ZG74
Endurance 5 All PHB338
Enhanced Turning 7 Cleric group ZG74
Fast Turning 5 Cleric group ZG74
Follow-Through Healing 4 Cleric group ZG74
Good Immune System 5 All GG69
Hardy Traveler 5 All CG57
High Heel Walking 2 All HJ8p17
Talent BP Available To Page
High Tolerance 5 All GG69
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Life Smite 6 Cleric group ZG74
Mace Bonus 5 All PHB339
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Multiattack Bonus 5 Fighter group CG58
Pain Resistance 6 All CG58
Paralyzation Bonus 4 All ZG74
Poison Bonus 5 All ZG74
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Sixth Sense 5 All PHB340
Take After (human) 30 All GMG72
Thick Blood 5 All ZG75
Thick Headed 5 All CG58
Tough Hide 0 All PHB340
Unyielding 10 Fighter group CG58
Vigor 9 All ZG75
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Both Damage Bonus and Mace Bonus stack with your innate +1 to hit and damage with one weap-on, so if you take the talent, make sure you take it in the same weapon. Don’t bother taking both of them: It’s much better to invest the BPs directly in strength. 10 BP (from Damage Bonus and Mace Bonus) in strength will up both your to-hit and damage by +1 to all weapons, not just maces.
If you’re really desperate to be less surprised, Active Sense of Smell gives you a +1 on your sur-prise rolls. If not, don’t bother. The 5 BPs are much better spent elsewhere.
Magic Trap Sense and Simultaneous Backstab At-tacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Half-Ogre
Talents
Compiled by Emanuel Nordrum. For free distribution only. 22 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acrobatic Skill Suite 5 All PHB337
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Aquatic Background 4 All CG57
Arcane Swindler 6 MU group, Bards, Non-Lawful only SSG54
Astute Observation 5 All PHB337
Attack Bonus 5 All PHB337
Attack Higher Bonus 5 Fighter group CG57
Balance Bonus 10 All PHB337
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Bloodline 5 Magic-User group SSG54
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Concentration 20 Cleric group ZG73
Counter Speller 15 Magic-User group SSG55
Courage 4 All ZG73
Cower 5 All GG68
Critical Hit Bonus 4 Fighter group CG57
Curse Resistance 6 All ZG73
Damage Cap Bonus 5 Fighter group CG57
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Defend Bigger Bonus 5 Fighter group CG57
Detect Secret Doors 5 All PHB338
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Eagle Eye 4 All SSG54
Elemental Resistance 5 All ZG74
Endurance 5 All PHB338
Enhanced Turning 7 Cleric group ZG74
Experience Bonus 10 All PHB338
Expert Cheater 5 Thief group GG68
Fast Cast 10 Magic-User group SSG54
Fast Turning 5 Cleric group ZG74
Fireborn 15 All COB123
Follow-Through Healing 4 Cleric group ZG74
Forgettable Face 5 All GG69
Good Immune System 5 All GG69
Grace Under Pressure 5 All PHB339
Hardy Traveler 5 All CG57
High Heel Walking 2 All HJ8p17
High Spell-Jacker 5 Magic-User group SSG54
High Tolerance 5 All GG69
Hit Point Bonus 10 All PHB339
Item Savant 5 Magic-User group SSG54
Talent BP Available To Page
Keen Sight (Long Distance) 5 All PHB339
Knack for Languages 3 All GG69
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Less Sleep 5 All PHB339
Life Smite 6 Cleric group ZG74
Lucky 5 All CG57
Magically Efficient 4 All SSG54
Magic Trap Sense 1 Thief group GG69
Martial Tradition 4 Magic-User group SSG54
Mass Turning 7 Cleric group ZG74
Mnemonically Gifted 15 All SSG54
Multiattack Bonus 5 Fighter group CG58
Opportunist (skill/trait) 5 All PHB339
Pain Resistance 6 All CG58
Paralyzation Bonus 4 All ZG74
Perfect Grooming 2 All GG69
Photographic Memory 5 All ZG75/PHB339
Poison Bonus 5 All ZG74
Precise Targeting 5 Magic-User group SSG55
Precision Casting 5 Cleric group ZG74
Prophesy 12 Cleric group ZG75
Prudish 5 All ZG75
Puritanical 10 All ZG75
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Learner 5 All SSG55
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Resistance 5 All PHB340
School Resistant 8 Magic-User group SSG55
Second Sight 5 All ZG75
Seeking Grasping Hands 5 All PHB340
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Sixth Sense 5 All PHB340
Spell Razor 15 Magic-User group SSG55
Still Casting 15 Magic-User group SSG55
Superior Meditation 3 Magic-User group SSG55
Thick Blood 5 All ZG75
Thick Headed 5 All CG58
Tough Hide 10 All PHB340
Unyielding 10 Fighter group CG58
Vigor 9 All ZG75
Voiceless Casting 20 Magic-User group SSG55
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Opportunist is, without a doubt, the single best tal-ent in HackMaster. For 5 BP you get +5% to any d100 roll. This will save your ass on many occasions. No human should be without.
Lucky is second only to Opportunist for humans. You’ll get the most bang for your buck if you put it in d20s, but if you use another dice a lot consider taking that.
For a thief, Astute Observation is great. For anyone else, invest in Acute (high) Alertness. Either way, 5 BP
gives you a 1 in 10 chance of being surprised.
Less sleep is a very useful talent, although it’s useful-ness for spell casters diminishes after they get access to 3rd level spells. But the ability to only sleep for 4 hours is extremely useful for keeping guard shifts etc.
Photographic Memory is a must-have for magic-users and bards, and highly useful for anyone else as well. A perfect memory has so many uses, it’s difficult to list them all.
Perfect Grooming basically ups your com eliness by one for half price. It’s not compatible with the Shav-ing/Grooming skill (and costs twice the price), but then, you don’t have to pay the monthly upkeep cost either.
Magic Trap Sense and Simultaneous Backstab Attacks are, for the price, indispensable to any thief. These are abilities you have to buy at character generation or you will never have, and just 3 BPs gets you both of them.
If your character has the Gambling Addiction or Al-coholic quirks, concider investing in the Puritanical tal-ent, especially if they have low wisdom scores. For 2 BPs more than you gained for the one quirk, you gain a decent protection against it as well as protection against high comlieness. If you have both quirks, this talent is a must-have.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at kenzerco.com, hack-wurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Human
Talents
Compiled by Emanuel Nordrum. For free distribution only. 23 Version 2.0.2., updated on 07/Aug/05. See http://www.hackwurld.com for new updates.
Talent BP Available To Page
Acrobatic Skill Suite 5 All PHB337
Acute (high) Alertness 5 All PHB337
Ambidextrous 5 All PHB337
Aquatic Background 4 All CG57
Astute Observation 5 All PHB337
Attack Bonus 5 All PHB337
Blind Casting 10 Magic-User group SSG54
Blind Fighting 10 All PHB337
Blood Turning 10 Cleric group ZG73
Breath Weapon Bonus 4 All GG68
Burst of Speed 10 All ZG73
Called Shot Bonus 5 Fighter group CG57
Concentration 20 Cleric group ZG73
Courage 4 All ZG73
Cower 5 All GG68
Curse Resistance 6 All ZG73
Deadeye 8 All KODT64p38
Death Magic Bonus 6 All ZG73
Divination 13 Cleric group with divination magic ZG73
Divine Shield 6 Cleric group ZG73
Divine Smite 11 Cleric group ZG74
Elemental Resistance 5 All ZG74
Enhanced Turning 7 Cleric group ZG74
Faerie Kind Martial Arts 5 All PHB338
Fast Turning 5 Cleric group ZG74
Flutter 2 All PHB338
Follow-Through Healing 4 Cleric group ZG74
Talent BP Available To Page
High Heel Walking 2 All HJ8p17
Hit Point Bonus 10 All PHB339
Keen Sight (Long Distance) 5 All PHB339
Ladies Man 5 All KODT64p38
Legacy 10 All ZG74
Life Smite 6 Cleric group ZG74
Magic Bonus 5 All PHB339
Magic Trap Sense 1 Thief group GG69
Mass Turning 7 Cleric group ZG74
Multiattack Bonus 5 Fighter group CG58
Paralyzation Bonus 4 All ZG74
Poison Bonus 5 All ZG74
Precision Casting 5 Cleric group ZG74
Quick Casting 5 Cleric group ZG75
Quick Change 4 All CG58
Quick Movement 5 All GG69
Quick Thinking 4 All SSG55
Receptive Healer 6 All ZG75
Reduced Facing 4 All ZG75
Second Sight 5 All ZG75
Sibling Empathy 10 All PHB340
Simultaneous Backstab Attacks 2 Thief group GG69
Sixth Sense 5 All PHB340
Thick Blood 5 All ZG75
Vigor 9 All ZG75
Names in italics refer to talents which the race has at least one level of innate. This does not mean that you cannot purchase the talent again, but sometimes it is redundant.
Few pixie-fairies should be without Faerie Kind Martial Arts. The +2 cancels out any penalties to hit or damage, or adds a bonus at a far cheaper cost than adding to your strength.
Note that the talent has been errataed: The +2 to hit and damage doesn’t apply when casting spells. As such it’s a lot less usefull for magic-us-ers.
As long as you didn’t do something silly like trade away your Emphkrin tattoo, a pixie-fairy is never surprised by living creatures.
As such, Acute (high) Alertness and Astute Ob-servation are less useful than for other races, but Astute Observation still gives thieves a nice bonus and Acute (high) Alertness still gives you an 8 in 10 chance of knowing when something is going on while you’re sleeping. You know, in case you don’t trust your adventuring party.
Magic Trap Sense is indispensable to any thief. If you don’t spend the 1 BP at character generation, you will never be able to find magical traps. Tough noogins, huh?
The same is true for Simultaneous Backstab At-tacks, but as a pixie-fairy, you probably won’t be doing too many backstabs with two weapons.
Instead, a pixie-fairy thief should take Flutter. Using the move silently skill when flying is invalu-able, especially since any self-respecting pixie-fairy will spend most his time flying anyway.
Unlike Death Magic Bonus, Magic Bonus pro-tects you from all spell effects and costs 1 BP less. However, Death Magic Bonus also gives you a bonus to your Threshold of Pain check, and with a pixie-fairy’s low hitpoints, it can come in usefull to pixie-fairies who engage in melee.
High Heel Walking is an excellent talent for up-ping your charisma, and doesn’t distinguish be-tween male or female characters, although your GM may feel otherwise.
If you have any tips or ideas on skill and talent selection, contact me (Legba) on the forums at ken-zerco.com, hackwurld.com, or e-mail me directly at [email protected].
Skills and Talents Advice
Pixie-Fairy
Talents