Projects: A-Z Index
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Name | Lorem ipsum dolor |
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Maintainer | Deleted |
Description | Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. |
Project progress | 56 |
Newest 10 Entries
Ability | Lucky Strike |
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Effects | Add luck score to attack when using daggers. |
Ability | Magic Channeling |
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Effects | Can increase a spell's damaging or healing power by 10% for each runic speed cost added to the spell, with a maximum increase of 100%. |
Ability | Tree Climbling |
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Effects | +2 to Athletics check to climb trees; +1 per level |
Ability | Solar Heal |
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Effects | When out in the sun the Namara's Vitality, Power, and Soul will restore by their Gen Dice each hour. |
Ability | Spore Release |
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Effects | When hit with a critical hit, the namaran releases spores that do 1d4 damage to any in the 3x3 area, friend or foe. |
Ability | Method of Attack |
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Effects | This ability allows you to learn the best attack method to use against your foe, increasing your damage against that particular foe by + 1. This ability is always in effect. You first have to have spent a round attacking a single foe. On your next round and for any following round that that foe still lives, this effect will apply. This effect can only apply against one foe at a time. |
Ability | Weapon Proficiency |
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Effects | You become more proficiency with your weapon. You add 1d4 damage to that weapon. This skill must be acquired for each weapon type you want proficiency with. |
Ability | 2-Handed Proficiency |
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Effects | This ability allows you to add your melee twice to your two-handed weapon. |
Ability | Dual Wielding Proficiency |
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Effects | This ability allows you to wield a weapon in each hand and attack with each hand holding a weapon during your attack turn. This is required for dual wielding, without this ability you cannot dual wield. |
Ability | Combat Endurance |
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Effects | This ability causes all of your offensive skills to use only half their stat cost. It has to be an offensive skill that causes damage to work with this ability. |
Top 10 Entries
Ability | Self Defense Techniques |
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Effects | This ability increases Immunity, Endure, Defense, Health, and Brace +1. |
Ability | Defensive Stance |
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Effects | 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. |
Ability | Danger Sense |
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Effects | 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. |
Ability | Weapon & Shield |
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Effects | You can quickly bring up your shield after your attack, preventing the target from using counter attack. Must have Danger Sense. |
Ability | Counter Attack for Allies |
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Effects | 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 | Quick Equip |
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Effects | 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. |
Ability | Free Reload |
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Effects | You can grab a new arrow or reload your crossbow without an action cost. This can be done once per turn. Must have Tactical Strategy. |
Ability | Inflict Wounds |
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Effects | Your arrow shot will inflict wounds with a critical hit. Wounds causes 1d4 bleeding damage for 1d10 rounds or until bandaged. Must have Know Kill Hit. |
Ability | Half Distance |
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Effects | 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. |
Ability | Point Blank |
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Effects | 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. |