Natural Resistance
The namara can spend SA points to remove any status effect, except any that render them unconscious, incapacitated, or dead. Each status effect cost 10 SA to remove, and must be experienced for at least 1 round.
The namara can spend SA points to remove any status effect, except any that render them unconscious, incapacitated, or dead. Each status effect cost 10 SA to remove, and must be experienced for at least 1 round.
The skill allows the angerian to embrace the target. Doing so, the angerian can give the target HP, SA, or EP from its own stats. Or, the angerian can take 2d10 of HP, SA, or EP from the target to replenish his or her stats.
The goblin will mock endlessly any one hearing target that is within 6 spaces. The hearing target must make a will check with a 5 point penalty, if the target fails the target will receive Depression/Loss of Self status effect for 1d8 rounds.
If the goblin is next to another ally or enemy target when the goblin makes a successful luck check, the goblin will duck behind that target and that target will get hit instead. Penalties or bonuses may apply to the luck check depending upon the situation and the goblin must be able to easily reach the target he or she wishes to duck behind using 1/2 of Leap stat.
Being masters of trap setting and disarming, it should come as no surprise that the goblin can simply ignore and be ignored by most traps. By using this ability the goblin can ignore traps, with the level of trap depending upon level of mastery, without disarming it and without springing it.
Fae's are natural bards. They increase the effects of their dancing and singing skills by 25%.
This skill allows for flying at double running movement rates. If the character is carrying more than 50% of its weight limit, then the character cannot fly.
This skill allows the fae to shrink, return to normal height, or grow.
Skill that lets the yeti let out a loud roar which unnerves the affected targets, causing them to need to make a will check with a 5 point penalty to attack or use any skills or spells against the yeti. The unnerving effect lasts for 2 rounds.
Canids are hyper loyal to their pack of friends and adventurers, to the point that they desire to assist them. Should the target an ally is attacking be within weapon range, this skill gives the canid a +15 to React for a chance to attack the target at the same time as his or her ally does. Should the react check be successful, this skill gives the canid one physical attack. The canid can use one attack skill or attack skill chain and can use melee, throw, or ranged attacks. Melee, Throw, or Bow power does apply as does a crit chance.