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| game_systems:special_abilities [2026/01/14 05:13] – [Ability Categories] elfinlocks | game_systems:special_abilities [2026/09/26 18:02] (current) – reon | ||
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| This page is a guide to the various forms which abilities in Pathrunner may take. Examples of abilities in this context primarily include Talents from [[: | This page is a guide to the various forms which abilities in Pathrunner may take. Examples of abilities in this context primarily include Talents from [[: | ||
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| ===== Extraordinary Abilities (Ex) ===== | ===== Extraordinary Abilities (Ex) ===== | ||
| - | Extraordinary Abilities | + | Extraordinary Abilities are nonmagical, but often provide near-magical effects in their disregard for Earth' |
| As nonmagical abilities, Extraordinary Abilities are not subjected to any restrictions that are placed upon magic, such as being subjected to interruption or Concentration checks, nor do they provoke Attacks of Opportunity. Likewise, they cannot be dispelled as any magical effect would allow. | As nonmagical abilities, Extraordinary Abilities are not subjected to any restrictions that are placed upon magic, such as being subjected to interruption or Concentration checks, nor do they provoke Attacks of Opportunity. Likewise, they cannot be dispelled as any magical effect would allow. | ||
| - | Unless otherwise noted, using an (Ex) ability | + | Unless otherwise noted, using an Extraordinary Ability |
| ===== Spell-Like Abilities (Sp) ===== | ===== Spell-Like Abilities (Sp) ===== | ||
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| * They never provoke an Attack of Opportunity, | * They never provoke an Attack of Opportunity, | ||
| - | The only caveat to Supernatural Abilities is that they are adversely affected by an Antimagic Field, and will cease to function within one as with any other magical effects (such as ongoing spells or items). | + | The only caveat to Supernatural Abilities is that they are adversely affected by an Antimagic Field, and will cease to function within one as with any other magical effects (such as ongoing spells or items). |
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| + | ===Blindsight=== | ||
| + | Blindsight is the (Ex) or (Su) way for a creature to precisely locate creatures and sense the world without the use of visual senses. It is generally tied to a specific sense or senses. Such senses may include sensitivity to vibrations, acute scent, keen hearing, echolocation, | ||
| + | * Blindsight never allows a creature to distinguish color or visual contrast. Most of the time a creature cannot use it to read. | ||
| + | * Blindsight does not subject a creature to Gaze attacks. | ||
| + | * Blindsight that relies on a specific sense will cease function if an effect stops it from working. (The Silence spell would render the area effectively invisible to echo location or keen hearing " | ||
| + | * Blindsight negates all Concealment within it's radius for the creature using it | ||
| + | * Blindsight that relies on a specific sense will cease function if an environment stops it from working. (A dolphin might have Blindsight underwater but that would be ineffective in open air) | ||
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| + | ===Blindsense=== | ||
| + | Blindsense is similar to Blindsight but not as precise. It allows a creature to pinpoint a creature without rolling a perception check even if the creature has full concealment. It still suffers the 50% miss chance and is treated as [[game_systems: | ||
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| + | ===Charm=== | ||
| + | Charm effects are a subgroup of Enchanments. A Charmed creature is mentally manipulated, | ||
| + | * A charmed creature doesn’t gain any magical ability to understand his new friend’s language. | ||
| + | * A charmed creature retains his original Alignment and exsisting relations/ | ||
| + | * A charmed creature will actively defend/ | ||
| + | * A Charmed creature is allowed to roll an opposed [[priority: | ||
| + | * A charmed character never has to obey a command that is obviously suicidal or grievously harmful to him, unless they willingly do so. | ||
| + | * If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt a new saving throw to break free of the influence altogether. (Example: The Lich King suggests they pillage a defenseless town and the Paladin who spent his life defending the innocent would immediatly receive a save to break free as well as being able to freely ignore the request. The Paladin may even scold his new friend for suggesting something so horrid if he fails the save again.) | ||
| + | * A charmed character who is openly attacked by the creature who charmed him or by that creature’s apparent allies is automatically freed of the spell or effect. | ||
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| + | ===Compulsion=== | ||
| + | Compulsion is greatly different from a Charm. A creature affect by a Compulsion does not view the caster as a friend or ally; it overrides free will altogether. Often it is used to compell the target to do a specific action or behave in a specific way for a time. A Compelled character does not volunteer information or perform any action outside of the casters specific order. In some cases a compelled creature will ahve no memory while under the effects of the compulsion, other times they have full recollation and know they are not in control of their body/mind any longer. | ||
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| + | ===Darkvision=== | ||
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| + | ===Death Effects=== | ||
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| + | ===Energy Drain=== | ||
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| + | ===Ethereal=== | ||
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| + | ===Invisibility=== | ||
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| + | ===Low-Light Vision=== | ||
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| + | ===Scent=== | ||
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| + | ===Blindsight=== | ||
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| + | ===Blindsight=== | ||
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| + | ===Blindsight=== | ||
