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Agility Empowerment 5 Endurance Increase Agility by 10% of Speed for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Taunt N/A 10% chance that the targeted enemy attacker will target you only. The enemy has to be able to see and hear you. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Perceive Empowerment 5 Soul Increase Perceive by 10% of Perceive for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Counterfeiting N/A Make convincing copies of objects, documents, or money. 10 penalty to other's perceive to notice. Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Forgery N/A Make convincing false signatures. 10 penalty to other's perceive to notice. Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Hired Goons 10 Soul 1d6 thugs will join the battle on your side, dealing 2d20 melee damage each for that instance. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Focus Empowerment 5 Endurance Increase Focus by 10% of Mental for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Mix Compounds N/A Lets you mix a number of potions based on mastery to make a new combined potion. Level 1: Mix 2 potions
Level 2: Mix 3 potions
Level 3: Mix 4 potions
Level 4: Mix 5 potions

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Fast Use N/A Can use +1 medicine per level of mastery as a support move. Level 1: +1 medicine
Level 2: +2 medicine
Level 3: +3 medicine
Level 4: +4 medicine

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Computer Use N/A +5 to Mental per level for using computers and computer like interfaces. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Electronic Locks N/A Able to set electronic locks. Use with lock picking to crack electronic locks. Level 1: level 1 electronic locks
Level 2: level 2 electronic locks
Level 3: level 3 electronic locks
Level 4: level 4 electronic locks

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Electronics Repair 10 Soul Repair electronics by 25% per level of mastery. Level 1: 25%; 10 Soul
Level 2: 50%; 20 Soul
Level 3: 75%; 30 Soul
Level 4: 100%; 40 Soul

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Systems Repair 10 Soul Repair computer systems and networks by 25% per level of mastery. Level 1: 25%; 10 SA
Level 2: 50%; 20 SA
Level 3: 75%; 30 SA
Level 4: 100%; 40 SA

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Runic Tech Theory N/A +5 to Mental per level for understanding runic technology and their principles Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Dwarven Prospector N/A Dwarves are naturals at prospecting for new mines. They can easily sense the mineral or ore that they are looking for if they are nearby it. The dwarf simply needs to think on the type of ore he or she is looking for and if the dwarf is within 50 feet the dwarf will have a distinct ringing in the ears sensation, which will get louder as the dwarf gets closer. If the dwarf is a geomancer, multiply the range by the dwarf's runic energy. N/A: only one level

This is a Tier 1 skill

Level 1: acquired

For the Clan 5 Endurance Dwarves are loyal. They will defend their clan and their friends with fierce determination. Whenever their friends are attacking a target that is in range, the dwarf can make a reaction check with a 10 point bonus, or 20 point bonus by spending 10 SA. If the roll is a succeess, the dwarf will attack in unison with his or her ally, adding their damage to their ally's damage. N/A: only one level

This is a Tier 1 skill

Level 1: acquired

That only counts as 1! 5 Endurance Dwarven warriors love combat and are very competitive. If they see their friend get a kill, and the dwarf is in attacking range without moving of another target, the dwarf will immediately make a basic attack with no melee power added.  N/A: only one level

This is a Tier 1 skill

Level 1: acquired

Blood Empowering 2 Soul Dwarves can use their blood to empower their talisman. This allows them to give their talisman extra Soul at that moment to increase a spell's effects. With every 2 Soul you can increase a spells healing or damaging power by 1, if using a totem.  N/A: only one level

This is a Tier 1 skill

Level 1: acquired

Affect Form 20 Soul This skill allows the spirit elf to drop their physical form and become spiritual. Their physical form will disappear, and any clothing, weaponry, armor, or packs on them not enchanted to their element will drop to the floor. The spirit elf will then be a spirit, like any other spirit or wraith, and thus able to move about without any physical restrictions. However, each round (in battle) or each hour (out of battle) that the spirit elf remains in spirit form the spirit elf must make a mental check, with a penalty of 10 that increases by 10 for each round or hour after that, as well as spend 20% of their max Endurance. Skilled Concentration will cut the Endurance cost in half, and decrease the penalty by 5. Should Endurance drop to 0 or the spirit elf fail a mental check, the spirit elf will need to make 1 save check, and should that fail the spirit elf will be dead, only able to be restored by Miracle Summoning or Resurrection. When the spirit elf is ready to regain physical form, the spirit elf needs to use this skill again. The spirit elf cannot affect the physical world in this form. N/A: only one level

This is a Tier 1 skill

Level 1: acquired

For the Pack shared stats Canids are a very communal, for the pack race, even if the 'pack' that they are traveling with does not consist of other canids. With this skill, the canid can share up to half of his or her Vitality, Soul, Endurance, or Power to any friend that the canid is traveling with. This skill can be used when or as needed as a supportive action. N/A: only one level

This is a Tier 1 skill

Level 1: acquired

Fly 5 Endurance 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. N/A - there's only 1 level.

This is a Tier 1 skill

Level 1: acquired

Axe Berserk 10 Endurance Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your axe, no melee power added however.  Level 1: +5, 1d4, 10 Endurance
Level 2: +10, 2d4, 20 Endurance
Level 3: +15, 3d4, 30 Endurance
Level 4: +20, 4d4, 40 Endurance

This is a Tier 1 skill

Level 1: acquired
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Cat Leap 5 Endurance Cathars, like their feline cousins, are able to leap to greater heights and across greater distances. Normally to jump up is 0.25 your movement range and to leap across is 0.25 your movement range. With this skill, that is doubled with each level of mastery. Level 4 for example would let you leap your entire movement range. 

Level 1: +0.25; 5 Endurance

Level 2: +0.5; 10 Endurance

Level 3: +0.75; 15 Endurance

Level 4: +1; 20 Endurance

This is a Tier 1 skill

Level 1: acquired
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

The Natural Bard N/A Fae's are natural bards. They increase the effects of their dancing and singing skills by 25%. Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%

This is a Tier 1 skill

Level 1: acquired
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Relentless Mockery 5 Soul 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. Level 1: -5; 5 SA
Level 2: -10; 10 SA
Level 3: -15; 15 SA
Level 4: -20; 20 SA

This is a Tier 1 skill

Level 1: acquired
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Blood Lettings N/A The Namara can cut itself, and apply its blood to any weapon, giving the weapon a poisoning effect of 1d8 Vitality per round. Since each Namaran is different, it is impossible to gain immunity to this type of poisoning. Level 1: 1d8
Level 2: 2d8
Level 3: 3d8
Level 4: 4d8

This is a Tier 1 skill

Level 1: acquired
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Create Magical Totem 10 Soul Create a magical totem. This ability  allows you to transform something you already possess into a magical totem. The totem decreases the casting costs of any spell you are casting by 1 and the stat cost by 10%. However, the totem has only as much Soul that you put into it. The totem will lose the spell's Soul cost in Soul each time you cast a spell while holding the totem, and once the Soul cost is depleted, the totem becomes a normal object again, no longer providing its effect. To create a totem, simply hold the object you wish to enchant and spend your Soul into it, 10 Soul at a time, until you are satisfied. Every 10 Soul spent takes 1 minute of game time. This ability can't be used in combat. This is best used when using spells you've already mastered from your rune stones. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Affect Reality 10 Soul This skill allows the spirit elf to affect the physical world while in spirit form. Using this skill will allow the spirit elf to open doors and chests, set and disarm traps, cause physical damage, and anything else as if physical. However, any physical damages will be halved. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Sense Alignment 5 Soul

Can sense alignment of target within 10 feet of you. If a priest of Taal double the range and target can't mask alignment.

Neutral Alignment

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Dual Guns Proficiency N/A Allows for using skills with hand gun in second hand. This can only be used with hand guns. Basically, this allows you to have a hand gun in each hand. Normally you would only be able to use the gun skills with the hand gun in your prominent hand, however with this skill you can also use those skills with the gun in your off hand. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100