Abilities home
Ability
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Effects |
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Know Kill Hit | This ability allows your minimum damage that you can cause due to the target's armor or defensive skills to be at least your offensive power. |
Leave No Marks | You leave no tracks. You leave no fingerprints. It is impossible to track you, except perhaps by smell or magic. Must have Silent Agent. |
Light On Your Feet | You will not set off any traps that require weight or activate by pressure plates. Must have Fast On Your Feet. |
Lore | This ability grants you a bonuis of 1d6 when making history checks. |
Lucky Strike | Add luck score to attack when using daggers. |
Magic Channeling | Can increase a spell's damaging or healing power by 10% for each runic speed cost added to the spell, with a maximum increase of 100%. |
Magic Grace | This ability causes spells that affect everyone in an area to not harm allies or benefit enemies. Must have Elemental Blood. |
Magic Ink | This ability allows you to write spell scrolls. Must have Magic Theory. |
Magic Proficiency | Increases your spell healing or damaging value by 1d4. |
Magic Theory | This increases the effects of spell status effects by 10% and their duration by 1 round. |
Magical Components | This ability allows for the improving effects of ingredients by your Arcana score. Must have Sorcery. |
Martial Arts Proficiency | You become more proficient at martial arts, adding 1d4 to your Offensive Power, but only when fighting unarmed. |
Martial Conditioning | Each damage you take to your Vitality that is physical damage becomes temporary Physical Armor. Each magical damage you take to your Vitality become Magical Armor. These points disappear after battle. Must have Endure. |
Martial Hardening | If you use focus you can attempt to parry a weapon attack with your hand. The parry value is your focus score. It is said that your hands become like weapons themselves. With this ability you can use the skill Block or Parry with your hands. You must have Meditative Focus. |
Master of Disguises | You are very capable of disguising yourself. +3 to deception for wearing disguises. |
Master of Shadows | When in the dark or barely lit places and assuming that the other creatures do not have some form of dark sight, you have a bonus of +3 to stealth. |
Meditative Focus | After you use Meditation, you have double focus score for the next 1d6 hours. |
Method of Attack | This ability allows you to learn the best attack method to use against your foe, increasing your damage against that particular foe by + 1. This ability is always in effect. You first have to have spent a round attacking a single foe. On your next round and for any following round that that foe still lives, this effect will apply. This effect can only apply against one foe at a time. |
Mix Potions | With this potion you can mix two similar kinds of potions to get a potion that does both. For example you could mix a potion that heals vitality and a potion that restores soul to get a potion that does both. Then you could use that single new potion as a single potion and thus a single action. Must have Potion Administration. |
Mountain Climbing | +2 to Athletics check to climb mountains; +1 per level. Must have Tree Climbing. |
Musical Instruments |
This ability increases the effects of singing or dancing by 50%, as long as you have a musical instrument equipped as a relic. Must have Tone & Rhythm |
Natural Elements |
This ability increases your effectiveness with magic if your element is a natural element. Natural elements are Earth, Water, Air, and Fire. If you are of these elements your spells will do 25% more damage or healing. Must have Elemental Focus ability. |
Natural Healing |
This ability allows you to naturally restore your Vitality by your Arcana each hour that you are in the sunlight. Within battle your Vitality will restore by 10% of your Arcana each round. |
Navigation | You are able to navigate effortlessly using landmarks and the stars. This only works outdoors however. |
Nimble Thief | You are as nimble as you are silent. You have a +1d6 to Stealth (roll when acquiring the ability for the bonus). Must have Silent Agent. |
Ninja Acrobatics | You gain +1d4 to Acrobatics. This is a permanent increase. Must have Ninja Reflexes. |
Ninja Reflexes | You gain +1d4 to Acrobatics and Brace. This is a permanent increase. |
Phantom Hunter | You are able to do normal damage to spirits. Must have Hunting ability. |
Physical Defense Proficiency | This ability increases your proficiency at defending against physical attacks. It does so by allowing you to roll twice for any defensive action. |
Point Blank | You are able to use your bow & arrow at point blank distance, ie, 1 space or right next to the target. You cannot use your bow power and you cannot crit. Must have Half Distance. |