You can hear all moving creatures within 30 feet. If the creature is breathing, you can hear it even if it is not moving. You can not detect silent creatures in this way.
Attribute improvement: This ability sets your PER score to a minimum of 2.
You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.
Attribute improvement: This ability sets your PER score to a minimum of 2.
Attribute improvement: This ability sets your INT score to a minimum of -2.
Limitation: Mouth only.
As you attack, choose either arm or leg. The damage gets dealt accordingly.
On critical hit: The target takes 2 hack damage on either arms or legs, depending on what you chose. On hit: The target takes 1 hack damage on either an arm or leg, depending on what you chose.
Limitation: Mouth only.
On critical hit: If you want, target takes standard damage as well. On hit: Target takes a body hack.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
Limitation: Mouth only.
On critical hit: If you want, target takes standard damage as well. On hit: Target takes a vitals hack of your choice.
Familiar Abilities:
Make an herbalist check. The GM determines the difficulty based on the severity of the illness. The GM may also require you to have access to specific ingredients or tools or put other conditions in place. If the illness is mental in nature, then Cure Illness acts as a mental effect.
On fail: The target is not cured, but the illness does not worsen for the duration of Healing Touch. You may cast Cure Illness again to keep the disease from progressing, but you may not attempt the check again. On success: The target is cured of the illness. Heightened: For each additional MP spent, The DC of the check is reduced by 1. If proficient: You are adept at Cure Illness. Before you make the check, you may spend 1 additional MP to know the DC if it is less than your total level. You may also add your proficiency bonus to the herbalist check regardless of whether or not you are proficient in herbalist.
Limitation: Mental only.
Make an herbalist check. The GM determines the difficulty based on the severity of the illness. The GM may also require you to have access to specific ingredients or tools or put other conditions in place. If the illness is mental in nature, then Cure Illness acts as a mental effect.
On fail: The target is not cured, but the illness does not worsen for the duration of Healing Touch. You may cast Cure Illness again to keep the disease from progressing, but you may not attempt the check again. On success: The target is cured of the illness. Heightened: For each additional MP spent, The DC of the check is reduced by 1. If proficient: You are adept at Cure Illness. Before you make the check, you may spend 1 additional MP to know the DC if it is less than your total level. You may also add your proficiency bonus to the herbalist check regardless of whether or not you are proficient in herbalist.
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