Racial Lore
+1 to history when trying to identify anything you can about a race's history, lore, culture, or beliefs.
+1 to history when trying to identify anything you can about a race's history, lore, culture, or beliefs.
Potions you use are twice as effective.
Poisons you apply to weapons gain your Medicine score.
You can make a normal luck check to ignore the effects of a trap should you spring the trap.
You can mix 2 potions to create a potion that contains both potions effects.
+2 to history thanks to your knowledge about an area's lore.
You are able to increase your Move by 1d6 at a cost of 4 Power each time you choose to do so.
+1 to Perceive when attempting to read lips.
Add your Focus score to your Breath Holding score, increasing the time you can hold your breath.
You are better at riding horses and other mounted beasts, increasing your movement with them by half.