Once per battle
Once per battle, reroll one of your missed ranged attacks.
Your Archery rerolls gain a +2 attack bonus and the attack's crit range expands by 1.
Once per day, you can use Archery twice in the same battle.
Once per day, you can turn a normal hit with a ranger ranged attack into a critical hit.
Once per battle when you have 2 or more command points left after giving a command, you can use another interrupt action on a different ally’s turn before the start of your next turn.
You now only need to have 1 or more command points left instead of 2.
You can use this talent twice per battle.
You gain an additional command point at the start of each round while the escalation die is 4+.
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of an energy type that makes sense for your character.
Your breath weapon attack targets 1d3 nearby enemies in a group instead.
Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp.
If you have your move action available, you can use it before making your Cleave attack to reach an enemy you are not already engaged with.
You can use Cleave twice each battle, but only once a round.
You gain a +4 attack bonus with your Cleave attacks.
Increase the hit point threshold of the weakened effect by 5 hp.
On a miss, the spell deals damage equal to your level.
The spell now targets 1d4 + 1 nearby enemies in a group.
Once per battle as a free action, make another attack with a –2 penalty after your first fighter attack during your turn misses.
You no longer take the –2 penalty to your Comeback Strike attacks.
Once per day, you can use Comeback Strike twice in a battle.
You gain a +4 attack bonus with your Comeback Strike attacks.
Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
Instead of being dazed, the target of your confounding ability is weakened until the end of your next turn.
You can now cast counter-magic twice per battle.
You can now cast counter-magic in reaction to a creature using any magical ability, not just casting a spell.
Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the damage. A critical hit doesn't double this ongoing damage.
Once per day, you can instead use cruel to deal 5 ongoing damage per level against an enemy you miss or that you roll a natural odd attack against.
Curse of Chaos
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly.
A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.
Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use curse of chaos against them without expending it.
Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty.
The enemy’s reroll takes a –5 penalty instead.
You can use this spell twice per battle.
The target can heal using a recovery.
The target can now be a nearby ally instead of an ally you are next to.
The target can now be a nearby ally insteadIf the target of your heal spell is an ally with 0 hp or below, that ally also adds hit points equal to 1d10 x your Charisma modifier to the recovery.
When you cast heal on an ally you are next to, that ally adds +30 hp to the recovery.
Once per battle while wearing heavy armor, when you are hit by an attack that targets AC, as a free action, you can take half damage from that attack instead.
Once per day, you can use Heavy Warrior twice in a battle (against different attacks).
You can also use the power against an attack that targets PD.
Once per day, you can reroll a recharge roll for a magic armor power.
Once per battle as a move action, place yourself in a nearby location you can see.
Deal damage equal to twice your level to one enemy engaged with you before or after you teleport.
Once per battle, reroll a melee attack and use the roll you prefer as the result.
If the lethal attack reroll is a natural 16+, you can use lethal again later this battle.
Once per battle as a free action, choose an enemy. The crit range of your attacks against that enemy expands by 2 for the rest of the battle. A mob of mooks counts as a single enemy.
The crit range of your Lethal Hunter attacks expands by 1 (to +3).
One battle per day, you can use Lethal Hunter against two different enemies.
Your Lethal Hunter crits deal triple damage instead of double damage while the escalation die is 3+.
Never Say Die
Once per battle when an enemy scores a critical hit against you or a nearby ally, you can increase the escalation die by 1.
Once per day, you can use this talent twice in the same battle.
When you use this talent, the target of the critical hit can heal using a recovery.
When you use this talent, you and each of your nearby allies gains a +2 bonus to all defenses until the end of your next turn.
Once per battle before you roll an attack, you can declare you're using Power Attack to deal additional damage with that attack roll. If the attack hits, you deal the following additional damage:
Deal 1d4 additional damage per level if you are using a one-handed weapon.
Deal 1d6 additional damage per level if you are using a two-handed weapon.
You deal the additional Power Attack damage even if the attack misses.
One battle per day, you can use Power Attack twice in the battle.
One-handed weapon damage using Power Attack increases to 1d6 per level; two-handed weapon damage using Power Attack increases to 1d8 per level.
Quick to Fight
At the start of each battle, roll initiative twice and choose the result you want.
If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it’s the start of the battle).
When you roll a natural even hit with the spell, you also deal psychic damage equal to double your level to the target.
When you hit the target with the spell, you also daze it until the end of your next turn.
When you roll a natural even miss against the target, you daze it until the end of your next turn.
You can use this talent once per battle, plus an additional number of times per day equal to your Charisma modifier.
As a free action before you make a paladin melee attack roll, you can declare that you're using a Smite Evil attack. Add +1d12 to the damage roll AND deal half damage with the attack if it misses.
Your Smite Evil attacks gain a +4 attack bonus.
Add 2d12 to the damage roll instead of 1d12.
Add 4d12 to the damage roll instead of 2d12.
Spirits of the Righteous
You also gain the bonus to AC until the end of your next turn on a hit.
Once per battle as a quick action, you can spend your momentum to pull off a daring stunt the likes of which others could scarcely conceive. You may make an attack as part of the stunt, but you'll need to roll normally for the attack. This is an improvisational talent.
As a swashbuckler, you do not need a difficult skill check to pull the stunt off.
That's Your Best Shot
Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one!
Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.
If the escalation die is 2+ when you use that’s your best shot, the recovery is free.
Tough as Iron
Once per battle, you can rally using a quick action instead of a standard action.
Once per day, you can rally twice during a battle as a quick action, without needing to roll a save for the second rally.
Increase your total number of recoveries by 2.
When you roll a natural 20 with an attack, you gain an additional use of Tough As Iron this battle.