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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.
With this potion you can mix two similar kinds of potions to get a potion that does both. For example you could mix a potion that heals vitality and a potion that restores soul to get a potion that does both. Then you could use that single new potion as a single potion and thus a single action. Must have Potion Administration.
With this ability you cannot wear anything that give you Physical Armor. Instead, your Speed stat will count as your armor stat. If the damage is not greater than your Speed stat you will not get hit. Must have Ninja Reflexes.
Blinding Attack: +1d4 to attack but- 2 from total, blinds enemy (defense check) 1d6 rounds
Character Benefits
+3 to Luck to receive food, -1 to Luck to receive treasure per day
+2 to Perceive
Cost
90.00
Level Increases
Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets its gen dice for vitality, power, and soul.
Bite: +1d4 to attack, has 10% chance to kill target
Claw Slash: +1d6 to attack
Hide: requires Perceive to find
Character Benefits
+3 to Perceive
Can send out to hunt using your luck score to bring back prey once a day
35% chance will counter attack for you if you are attacked
Cost
110.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Rabid Bite: target must make immunity check against 1d4 poison for 1d6 rounds
Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
Hide: must make perceive check to find
Character Benefits
Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
Retreive: can retrieve any item weighing 10 pounds or less thats in sight
Cost
60.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 2d12 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
After becoming poisoned, sick, plagued, diseased, or any other health effecting status ailment, except burns and other such physical problems, the character can develop an immunity to the status ailment. When affected make a Health check. If you pass after you are infected, then your character will develop an immunity to that particular infliction, no longer being able to be inflicted by the same infliction. This must be done for every new infliction of any new health effecting status ailment, including beneficial ones, and happens despite player or character will. This is a permanent effect.
Handicaps
You are more likely to get affected in the first place, -4 to Immunity