Abilities home

Ability Effects
2-Handed Proficiency This ability allows you to add your melee twice to your two-handed weapon.
Absorb Replenish You can use the damage you absorb to replenish either your Vitality or Soul by that amount. Must have Damage Absorb.
Agile Speed With this ability you will add your acrobatics score to your move score each time you move. Must have Ninja Acrobatics.
Airship Operation Allows for operation and use of simple, small air ships.
Airship Repair

Able to use repair ability on airships.

Must have Repair and Airship Operation

Airship Upgrade

Allows you to upgrade airships with things that you make or purchase.

Must have Airship Repair

Alchemical Application This ability allows you to apply your potions effects to your weapon without spending a support action to do so. Must have Item Rationing.
Alchemical Identify This ability gives you a +1d6 bonus to your Medicine check to identify potions and their properties.
Always Perceptive

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.

Must have Forest Strider ability.

Arcane Crafting

Allows you to add spell components to your crafted items to make magical items.

Must have Create Magical Totem ability and Basic Crafting skill

Armor Proficiency This ability gives you proficiency in Light, Medium, or Heavy Armor. You must acquire this ability for each armor type you desire proficiency in.
  • Light Armor Proficiency: Increases Defense by 1; +1 to Move and Stealth when wearing Light Armor.
  • Medium Armor Proficiency: Increases Defense by 1
  • Heavy Armor Proficiency: Increases Defense by 1; removes initiative penalties.
Aura of Lust

This ability adds the skill seduction's effect to singing or dancing. Basically it allows you to use Seduction and a singing or dancing skill as one skill.

Must have Seduction and at least 1 singing or dancing skill.

Avian Kinship

With this ability all the birds in the area will treat you as a friend and not attack you. Furthermore you can make a normal luck check to have 1d6 birds run to your aide to either bring you food or to do a single attack at 1d10 physical attack per bird. 

Must have Creature Lore.

Bare Defense Uses your Defense Score as Physical and Magical armor only as long as you are unarmored.
Battle Waltz

This ability allows you to move with your dance, affecting a 3x3 area along your movement path.

Must have Tone & Rhythm and the skill Tap Dance.

Benevolent Aura

You have a benevolent aura that makes everyone more honest and trusting of you. Others are less likely to attack you, needed to make a mental balance check to do so.

Must have an alignment that is at least good or lawful.

Better Familiar

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.

Must have Familiar Growth ability.

Blessed Aura

You have an aura that makes you seem blessed by the gods. Anyone within a 2x2 space of you is unable to be affected by any kind of depression or rage.

Must have an alignment that is either good or lawful. Must have Benevolent Aura.

Blood Lust This ability causes you to go into berserk status when you are hit with a critical hit for 1 round. For that round you will do double offensive power and you will crit with your attack, but you can't use spells.
Carving Allows you to carve wood, bone, and stone into different shapes. Can be used to make arrow heads, for example.
Chained Natural 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.

Must have Natural Healing ability.

Chi Element Your unarmed attacks now take on your elemental properties. You will now deal 20% more damage to elements you are strong again, while having a 20% chance that your attacks will not affect elements you are weak against.
Child of Magic This ability allows you to roll 2 d20 when trying to cast a spell or make an arcane check, allowing you to choose the higher of the 2. Must have Spell Necessity.
Cliff Climbing +2 to Athletics check to climb cliffs; +1 per level. Must have Mountain Climbing.
Combat Endurance 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.
Combat Enhancement This ability allows you to spend Power into your attacks, allowing you to increase your damage at a rate of 1 damage per 2 power. You must have Combat Endurance to get this ability.
Combat Preparedness This ability allows you to to have prepared a skill or attack at the start of battle that you can use for free on your turn without using one of your actions. This only works for the first round when it is first your turn during battle.
Combo Attack This ability allows you to sacrifice your turn to instead attack in tandem with your ally when your ally attacks. You can't have attacked yet because this takes away your attack. You must be targeting the same target and able to attack the same target from where you are at. You must have Weapon Mastery to get this ability.
Counter Attack This ability allows you to make a react check to counter attack when you are attacked, as long as the attacker is in melee range. You get a +1 to React.
Counter Attack for Allies 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.