Animal Whisperer Talent:
Ride: “This training is included for pray animals like horses…” – I guess you meant animals that don’t hunt other animals? You can “pray” in church, “prey” animals are deer and such. ;D
War: Same mistake here, written “pray” instead of “prey”. Also: “You no longer need to make an animal handling roll to keep the animal from fleeing if it is wounded, there is loud noises, heavy smell of blood, or general confusion around it.” – did we had to make such rolls? I don’t see mentions of this in PH (but I do get why we should make such rolls).
Attack: “You spend a fast action to have you animal attacks a target once.” – should be "your", not "you" and “attack”, not “attacks”.
Bowyer: Extended Options:
What is the concept behind composite crossbow? Right now, it only forgoes the Iron, Forge and Smith talent needed and adds 1 week to crafting time – shouldn’t it also gain same bonuses as composite bow (+1 Weapon Die and increase in range)?
Can you also clarify how Rawhide Backing is beneficial in conjunction with higher ranks of a Bowyer talent? Why is it any different than just using a talent to add Weapon Bonuses without backing? It only adds +1 Weapon Bonus (I can do that already with ranks in Bowyer), while adding -3 modifier from my Crafting roll (in addition to -8 from Rank 5 Bowyer, for example?) AND it cannot exceed bonuses granted from masterworking anyway!
Dirty Fighting Talent:
Ranks 4 and 5: “…but doing so makes you unable to do that same version of Feint for the rest of the encounter.” – so rank 4 I can understand, you do one free feint per 15 minutes/encounter (whichever comes first?), but in rank 5, the wording cancels each other: we may use feint as free action once per round, AND we are unable to do that “version” for the rest of the encounter?
Firm Grip Talent:
Rank 5: You already cannot be disarmed at all at rank 3, maybe it should be something different? Or maybe push down ranks 4 and 5 and make rank 3 the new rank 5? Or just rewrite rank 3 as “You cannot be disarmed while wielding one-handed weapons and two-handed weapon with two hands”? This would make current rank 5 cover the only example where you could still be disarmed.
Heavy Weapon Fighter Talent:
Rank 4: Maybe instead of “If you down all those attacked…” it could read “When you Break your opponent with a Swing weapon attack…”?
Intuitive Talent:
Rank 4: Double “when you when you”.
Inventor Talent:
Rank 5: Missing “When” at the beginning of the second paragraph.
Leader Talent:
Rank 3: “You can add a D8 Artifact Die when you use (there’s “make use”, no need for "make"!) Performance…”.
Meditation Talent:
Rank 1: About Short breaks module, it should say “…and doesn’t allow you to regain more THAN 1 point…” – “than” is missing.
Smith: Extended Options:
Non-metal materials: Should it say how much of this exquisite wood is used and/or how much metal can be replaced by this wood?
Tailor: Extended Options:
Why Tailor gives you knack for art…? :D
This concludes Talents chapter - I will not have time for more reading tommorow, but will pick up from Combat chapter first thing Saturday morning! I'm at about 1/3 of the Player's Booklet, so still some way to go!
Oh yeah, definitely add d8/10/12 to penalties! I would very much think that ancient magic enclosed in this artifacts to be quite hard to work with!Enhanced Masterwork Talents, but Tougher Repairs:
I can see if I can rewrite it better. Perhaps all extra dice above what is normal for the weapon could add to this? So even a non-magical or magical d8, d10 and d12 would add a penalty? Just so that the craft talent will not feel obsolete once your players are rolling in magical gear.