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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.
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.