Abilities home

Ability Effects
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.