Abilities home
Ability
|
Effects |
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Weapon Proficiency | 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. |
Weapon Mastery | This ability grants you mastery over the weapon type that you have proficiency with. With this mastery you automatically get a free hit with your weapon. Also you won't drop your weapon. You must first have weapon proficiency for the weapon type you want weapon mastery of. |
Weapon Dance |
This ability adds your weapon attack values to your Tap Dance skill as an attack. Must have Tone & Rhythm and the skill Tap Dance. |
Weapon & Shield | You can quickly bring up your shield after your attack, preventing the target from using counter attack. Must have Danger Sense. |
Voice Training |
This ability causes your singing skills to cost 50% less Soul to use. Must have Tone & Rhythm |
Use Potion as Spell | You can use a potion as a magic action. |
Unshakable Convictions |
With this ability you have a hard religion check to receive only half damage from opposing aligned enemies. Must have Dogma Over Faith. |
Unholy Ground |
You exude so much darkness that the ground around you becomes cursed ground. Anyone in a 3x3 space area around you has any attacks done by a lawful or good aligned target reduced by your Charisma as a percentage, as long as they are of a neutral, evil, or chaotic alignment. Anyone in the area that is of a good or lawful alignment will have a strong desire to leave the area and must make a normal Endure check to not do so. Must have a chaotic or evil alignment. Must have Cursed Aura. |
Tree Climbling | +2 to Athletics check to climb trees; +1 per level |
Trained Endurance |
Decrease Soul or Power cost by half for skills that are not offensive in nature. |
Tracking | +2 to perceive to find and follow tracks |
Tone & Rhythm | This ability allows you to hold a beat and sing or play instruments. It is a required ability for all entertainer only skills and abilities. |
Throwing Weapon Proficiency | Increase your damage when throwing weapons by 1d4. |
Tactical Strategy | This ability allows you to set aside an attack, skill, or spell to be used at just the right time. With this ability you can set aside a move, be it an attack or a skill use; and target an enemy to use this move on right before that enemy makes a move that you declared you wanted to intercept. You must have Combat Preparedness to have this ability. |
Swimming While Armored | This ability grants you a 1 level decrease in athletics challenge to swimming while armorerd. In other words, if the water conditions and armor requires you to make a hard athletics check, you will instead make a normal athletics check. |
Staggering Spell | This causing your critical hits with your magic spell to daze the target for 1 round. Must have Quick Cast. |
Staggering Crit | Your critical hits will daze the target for 1d4 rounds so that the target cannot move or use spells. Must have Martial Hardening. |
Spore Release | When hit with a critical hit, the namaran releases spores that do 1d4 damage to any in the 3x3 area, friend or foe. |
Spiritual Communication | With this ability you are able to communicate with spirits. |
Spirit Armor |
This ability coats your armor with your spiritual energy. You gain Arcana worth of magic protection permanently. Must have Spiritual Communication. |
Spell Necessity | This allows you to cast a spell even if you do not have enough Soul to do so. It will take what is lefft from Power, and the from Vitality. Must have Magic Proficiency. |
Speed Empowerment | Your Speed is permanenty empowered by your Athletics score. Must have Fast On Your Feet. |
Special Weapon Damage | This ability caused you to inflict special weapon damage (wounds, daze, etc) whenever you land a critical hit. You must have Weapon Mastery to have this ability. |
Space Saving | Items take half the space they would normally take in your bags. Must have Quick Equip. |
Soul Moves |
This ability adds 10% of your Soul as Vitality damage to the affecting targets of Tap Dance. Must have Weapon Dance. |
Sorcery | This ability allows you to use components in spells to create different effects, lower the cost, and so on. Must have Magic Theory. |
Solar Heal | When out in the sun the Namara's Vitality, Power, and Soul will restore by their Gen Dice each hour. |
Skill Focus | This ability grants you a +1d4 to your skill success roll checks. |
Silent Agent | You make no sounds when you move, even when walking on leaves, twigs, or similar things. You have a +2 to stealth. You also do not provoke Attacks of Opportunity when moving past enemy targets. Must have Master of Shadows. |
Side Step | With this ability, should you evade an attack you can step to the space to the left or the right of your character, without any movement action. |