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|''Combat'' | |''Combat'' | ||
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|'''Giant Slayer''' | |'''[[Giant]] Slayer''' | ||
|Gain TA against creatures that are one or more Sizes larger than you. | |Gain TA against creatures that are one or more Sizes larger than you. | ||
|''Combat'' | |''Combat'' | ||
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|STR 2 | |STR 2 | ||
|Gain the Rend ability. | |Gain the Rend ability. | ||
* <u>Rend</u> (END/Rest)When you make an attack with a two-handed melee weapon using STR, add double your STR to the damage roll, instead of only adding your STR. | |||
|''Combat, Two-Handed Fighting'' | |''Combat, Two-Handed Fighting'' | ||
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|'''Hacking Blow''' | |'''Hacking Blow''' | ||
|Rend | |Rend | ||
|You may use Rend with a weapon that has the Hand-and- a-Half tag, but you must be wielding it with two hands in order to use Rend. | |You may use Rend with a weapon that has the Hand-and- a-Half tag, but you must be wielding it with two hands in [[order]] to use Rend. | ||
|''Combat, Two-Handed Fighting'' | |''Combat, Two-Handed Fighting'' | ||
|} | |} | ||
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|'''Charmer''' | |'''Charmer''' | ||
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|You may make a special attack: +CHA vs WILL of a creature within 30 ft of you that is not hostile towards you. Hit: They are Charmed by you for 10 minutes. | |(2/Recoup) You may make a special attack: +CHA vs WILL of a creature within 30 ft of you that is not hostile towards you. Hit: They are Charmed by you for 10 minutes. | ||
|''Command, Social'' | |''Command, Social'' | ||
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|'''Unarmored Awareness''' | |'''Unarmored Awareness''' | ||
|Prerequisites: Unarmored Defense | |Prerequisites: Unarmored Defense | ||
|You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 reactively when you are making an AWR roll or your ANT is being attacked. This bonus lasts until the beginning of your next turn. | |(1/Catch Breath) You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 reactively when you are making an AWR roll or your ANT is being attacked. This bonus lasts until the beginning of your next turn. | ||
|''Defense, Armor'' | |''Defense, Armor'' | ||
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|'''Primal Aspect Transference''' | |'''Primal Aspect Transference''' | ||
|Primal Aspect Focus | |Primal Aspect Focus | ||
|Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes. | |(1/Rest) Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes. | ||
|''Primal Aspect'' | |''Primal Aspect'' | ||
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|'''Aspect: Stoll''' | |'''Aspect: Stoll''' | ||
|(1/Catch Breath) Commune with the body of a deceased, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. | |(1/Catch Breath) [[Commune]] with the body of a deceased, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. | ||
|- | |- | ||
|'''Aspect: Tamat''' | |'''Aspect: Tamat''' | ||
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|'''Empathetic''' | |'''Empathetic''' | ||
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|Gain +3 in the Empathy skill. Once when you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. If you succeed, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition. | |Gain +3 in the [[Empathy]] skill. Once when you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. If you succeed, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition. | ||
|''Categorization: Skill Specialization'' | |''Categorization: Skill Specialization'' | ||
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|'''Intuitive''' | |'''Intuitive''' | ||
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|(1/Rest) Gain +3 in the Intuiting skill. Your intuition extends beyond living people to intellectual fields as well. When you would make an INT roll, you can add your Intuiting bonus. | |(1/Rest) Gain +3 in the Intuiting skill. Your [[intuition]] extends beyond living people to intellectual fields as well. When you would make an INT roll, you can add your Intuiting bonus. | ||
|''Skill Specialization'' | |''Skill Specialization'' | ||
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|'''Persuasive''' | |'''Persuasive''' | ||
| | | | ||
|Gain +3 in the Persuading skill. You can cast the Charm Creature primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way. (1/Rest) | |Gain +3 in the Persuading skill. You can cast the [[Charm Creature]] primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way. (1/Rest) | ||
|''Skill Specialization'' | |''Skill Specialization'' | ||
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