Abilities home
Ability
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Effects |
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Potion Administration | This ability adds your Medicine score to the effects of your potions when you use them or administer them to someone. |
Potion Craft | This ability allows you to use potions as spell components, including the effects of the potions in your spells. Must have Sorcery. |
Potion Recall | Normal Luck chance that the potion that you just used refills automatically. |
Projectile Proficiency | +1d4 to attack with projectile weapon |
Quick Cast | This ability allows you to cast more than one spell when it is your turn, as long as you have the runic speed to do so. Must have Magic Channeling. |
Quick Equip | 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. |
Quick Evasion | 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. |
Quick Move | You are able to move twice with one move action. Must have Ninja Reflexes. |
Racial Lore | This ability grants you an additional 1d4 bonus on the history check involving races, racial culture, and racial history. Must have Lore. |
Reactive Guard | If you are standing within weapon's range of an enemy who is about to target an ally to far from you with a long range attack or spell, you can make an Attack of Opportunity to attack the enemy first, requiring that enemy to have to make a focus check to continue with its attack. Must have Heightened Senses. |
Repair | Repair an item, weapon, or armor by spending 2 Soul per 20% repair, or 10 Soul for complete repair. Makes use of repair tools. |
Reviving Hands |
This ability grants you a hard Arcana check to revive the recently killed to 1 Vitality when using Laying Hands. This must be used within 2 rounds of death. If you are a servant of Kymara you will apply the effects of Laying Hands. If you are a servant of Spector using this on the undead or spirits has a normal Arcana check chance to instantly "kill" them. Must have Holy Hands. |
Rule of Karma | This ability causes the spells to be affected by the target's morality. You will apply the difference in morality points to your spell's effect. If the difference is positive, the effect will be greater. If it is negative, it will be less. |
Rune Stone Theory | This ability allows you to create and use rune stones. |
Rune Tattooing | This ability allows you to create tattoos that increase healing and damaging power of spells by 1d10.You can also create tattoos of spells, allowing you to cast that spell with half Soul cost and one less Runic Casting Speed, but never less than 1. Must have Magic Ink. |
Runic Carvings |
Carve a runic symbol into an elemental construct, increasing it's elemental power by 25%. Must have Carving |
Runic Item Empowerment |
All items (except potions) that you use or create are increased by your mental as a percentage. Must have Elemental Creations |
Runic Mage Empowerment |
You are able to apply Runic Mage skill effects to a magical item's effect values. Must have Runic Item Empowerment or Runic Potion Empowerment |
Runic Potion Empowerment |
All potions that you use or create are increased by your mental as a percentage. Must have Elemental Potions |
Runic Profession |
Grants the elemental construct a profession to learn skills from. Must have Runic Carvings |
Rushing Charge | If you sprint when you move you can sprint into your enemy. With a successful atheltics check, you can push your enemy back the remaining amount of your movement + 1. |
Seduced Haggle |
This ability causes you to always achieve a successful haggling with a seduced target. Must have the Seduction skill |
Self Certainty |
With this ability you set your own alignment based on your own religious views. Must have Dogma Certainty and Unshakable Convictions. |
Self Defense Techniques | This ability increases Immunity, Endure, Defense, Health, and Brace +1. |
Sense Alignment |
With this ability you can sense the alignment of the target by making a perceive check, with the level of check depending upon the situation. As long as you can see the target and/or hear the target you can do this, however distance can increase the level of difficulty for this check. Must have Sense Emotion |
Sense Emotion | With this ability you can sense the emotion of the target by making a perceive check, with the level of check depending upon the situation. As long as you can see the target and/or hear the target you can do this, however distance can increase the level of difficulty for this check. |
Shuddering Aura |
You have a dark aura that makes everyone more fearful of you. Others are less likely to attack you out of this fear, needing to make a mental balance check to do so. Must have an alignment that is at least chaotic or evil. |
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. |
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. |
Skill Focus | This ability grants you a +1d4 to your skill success roll checks. |