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With this ability you are always making perceive checks when out in the wild or in natural places. Therefore you will always have the chance to roll for any time that a perceive check should have been done but wasn't declared.
This ability increases your effectiveness with magic if your element is a natural element. Natural elements are Earth, Water, Air, and Fire. If you are of these elements your spells will do 25% more damage or healing.
This ability allows for your natural healing to also affect any ally that is within one space from you. Furthermore it will also affect one ally that is 1 space from that ally. The greatest extent is therefore 2 spaces from you.
This ability allows you to naturally restore your Vitality by your Arcana each hour that you are in the sunlight. Within battle your Vitality will restore by 10% of your Arcana each round.
This ability gives you a hard Nature check to bring back a familiar that has been killed. This ability must be used within the battle that the familiar died, or if death happened outside of battle this must be used within the hour of death. This ability doesn't undo death of old age.
Sometimes familiars come with unique spells that are not part of normal magic. As long as the element isn't conflicting, with this ability you can learn that spell as a spell choice for your character. This ability also allows you to learn that spell instead of a skill, but only the spell from your familiar that does not exist within normal magic.
This ability automatically increases the character benefits of your selected familiar by 25%. This increases any value or number based benefits. Your selected familiar will also receive a 25% increase on Vitality, Soul, and Power as well as Move. Remember you can only have one selected familiar at a time. When you change out the familiar, that familiar returns to normal and your new selected familiar gains these benefits.
This ability allows you to make your familiars with familiars of the same type or captured creatures of the same type in order to produce offspring for your familiar. There is a normal Luck chance with each pairing of producing an offspring.
This ability allows you to take a defensive stance so that you are always ready to defend against an attack. This ability gives you 1 free defense move that can only be used to defend yourself against an attack with. Must have Self Defense Techniques.
You are more keenly aware to the dangers around you. You have a +1 to Perceive and are allowed and able to make a perceive check before any ambush or trap.
This ability allows you to counter attack for any of your allies should they be attacked. You can only do this once per round and the enemy that attacked your ally must be within weapon range. Must have Counter Attack.
Ability to change multiple pieces of equipment with just one support action, instead of one support action per piece of equipment. This includes swapping out arrow types.
You can use your bow and arrow at half the minimum distance, however, you will not be able to add your bow power to the attack. Must have Projectile Proficiency.
You are able to use your bow & arrow at point blank distance, ie, 1 space or right next to the target. You cannot use your bow power and you cannot crit. Must have Half Distance.