23
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. BP This 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 Abilities The 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. Dice Short 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. Cost Short 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 To The 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 Prerequisites If 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. Page Tells 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 Guide CLK - Crypt of the Lizard King COB - Sir Robilar’s City of Brass GG - Grifter’s Guide GMG - Gamemaster’s Guide HJ - HackJournal KODT - Knights of the Dinner Table LFG - Lord Flataroy’s Guide to Fortifications PHB - Player’s Handbook SSG - Spellslinger’s Guide ZG - 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. Hackmaster The ULTIMATE SKILLS & TALENTS GUIDE

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Page 1: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 2: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 3: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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).

Page 4: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 5: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 6: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 7: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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.

Page 8: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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.

Page 9: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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.

Page 10: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 11: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 12: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 13: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 14: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 15: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 16: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 17: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 18: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 19: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 20: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 21: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 22: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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

Page 23: The ULTIMATE SKILLS & TALENTS GUIDEGuide to Life Wildest Dreams, HackJournal, HackMaster Player’s Handbook, HackMaster GameMaster’s Guide, Knights of the Dinner Table Magazine,

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