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The Rune Staff can activate a different ability depending upon the user's element. Each ability must be activated by the user and costs the user 1 Soul point per hit with the staff with the ability activated.
Earth: Solidity Ability= increases staff attack value by 1d4
Air: Knock Back Ability= each hit uses air to knock the target back 1 space and increases attack value by 1
Water: Frozen Flame Ability = each hit does an extra 1d8 ice damage and has a 15% chance to freeze the target for 1 round
Fire: Aura of Flame Ability = each hit does an extra 1d8 fire damage plus 1d4 non-stackable burn damage per round
Life: Electric Aura Ability = each hit does an extra 1d8 shock damage and has a 15% chance to stun the target for 1 round
Death: Vampire's Poison Ability = each hit return 1⁄2 of the damage to the user and poisons the target for 1d4 per round, which is not stackable
Time: Slow Bash Ability = each hit has an arcane check chance that reduces the target by 1 action of a random action type for 1 round decided by rolling a 1d4 where 1 = attack, 2 = support, 3 = move, and 4 = magic.
Space: Soul Drain Ability = each hit return 1⁄2 of the damage to the user to recover Soul
You can hunt for 1d10 hours one beast type. This allows you to do double bow power and always crit against that beast type. You cannot change beast type while hunting is in progress. Must have Tracking.
Your arrows take on the characteristcs of your runic element. You will do 20% more damage to elements you are strong against and there's a 20% chance that elements you are weak against will receive no damage.
You are able to use both fists with one attack, as long as you are unarmed. Must have Martial Arts Proficiency, this is a requirement to attack with both fists.
Each damage you take to your Vitality that is physical damage becomes temporary Physical Armor. Each magical damage you take to your Vitality become Magical Armor. These points disappear after battle. Must have Endure.
By sacrificing a support action to do so, you can attempt to evade a hit so that you do not have to worry about getting hit. To do so you will roll for an acrobatics check with whatever challenge is applicable. If you succeed, you will add your Acrobatics score to your armor. If the damage does not pass that number you are fine. If it does, you will play out the attack as normal.