Abilities home
Ability
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Effects |
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Energy Enrichment |
Able to amplify a potion's effects by spending vital stat points into the potion during potion creation.
Must have Create Basic Potions |
Enhanced Agility | This ability gives you 2 tried for any acrobatics check. |
Enhanced Charm | This ability gives you 2 tries for any Charm check. |
Enhanced React | This ability gives you 2 tried for any react check. |
Equip Potion | This ability allows you to equip a potion as a weapon. You can then use this potion as your attack action. You won't have to spend a support action to swap out the potion if it is the same type of potion, but you will for a different type of potion. Must have Fast Potion. |
Evasive Protection | With this ability you cannot wear anything that give you Physical Armor. Instead, your Speed stat will count as your armor stat. If the damage is not greater than your Speed stat you will not get hit. Must have Ninja Reflexes. |
False Love |
This skill causes targets affected by Seduction in battle to have to make an easy Mental Balance check to not kill themselves during the duration of their seduction. Must have the Seduction skill. |
Familiar Growth |
This ability allows you to improve your familiar. You can improve your familiars stats by using one of your level increase stat point rewards on your familiar as well as on you. You may also be able to acquire the familiar new skills if the familiar has the ability to learn that skill. If the familiar is sentient, you can also teach the familiar magic. You may find it easier to give your familiar its own character sheet by this point. Must have the skill Creature Bonding and the ability Creature Lore. |
Familiar Magic |
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. Must have Better Familiar ability. |
Familiar Recall |
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. Must have Better Familiar ability. |
Fast On Your Feet | There is no such thing as a slow thief. You are able to move twice per movement action. |
Fast Potion | This ability allows you to use 1 potion freely without using up your support action. You will still use a support action if you use a second potion. Must have Potion Administration. |
Forest Strider | With this ability your move rate is doubled automatically when in forests. |
Free Reload | You can grab a new arrow or reload your crossbow without an action cost. This can be done once per turn. Must have Tactical Strategy. |
Half Distance | You can use your bow and arrow at half the minimum distance, however, you will not be able to add your bow power to the attack. Must have Projectile Proficiency. |
Heightened Senses | +1 to Perceive and Insight |
Herbal Knowledge | This ability gives you a +1d6 bonus to your nature check to identify plants and their properties. |
Holy Ground |
You exude so much holiness that the ground around you becomes sanctified ground. Anyone in a 3x3 space area around you has any attacks done by a chaotic or evil aligned target reduced by your Charisma as a percentage, as long as they are of a neutral, good, or lawful alignment. Anyone in the area that is of a chaotic or evil alignment will have a strong desire to leave the area and must make a normal Endure check to not do so. Must have a good or lawful alignment. Must have Blessed Aura. |
Holy Hands |
This ability allows you to either remove effects of poison 1d4 at a time, or inflict 1d4 poison that doesn't stack when using Laying Hands. If you are a servant of Nikolai you will completely remove any poison. If you are a servant of Eros you will increase the poisoning to 1d6. Must have the Laying Hands skill. |
Honest Liar | You have this uncanny sense of honesty around you, that it is hard to believe you are lying. +2 to Deception. |
Hunting | 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. |
Husbandry |
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. Must have Familiar Growth ability. |
Identify Animal | Allows you to identify what the animal is, its type, and its stats. Must have Animal Talk. |
Identify Weak Points | You are able to identify weak points in a target's armor increased the damage that you deal by 20%. |
Ignore Traps | This ability grants you a bonus to luck to make luck checks to ignore traps. The bonus is 1d4+1. Must have Danger Sense. |
Inflict Wounds | Your arrow shot will inflict wounds with a critical hit. Wounds causes 1d4 bleeding damage for 1d10 rounds or until bandaged. Must have Know Kill Hit. |
Inner Knowledge | This ability gives you a +1 to Arcana, History, Nature, and Religion. Must have Skill Focus. |
Invoked Spirit | With this ability you will add your moral points total to your attack whenever you face someone who is of a morality that is opposite of yours. |
Item Rationing | This ability allows you to use the same potion twice instead of once. This basically gives every potion double its usage. Must have Fast Potion. |
Keep Self | +1 to Mental Balance and Spiritual Balance against mental affecting status effects including possession. |