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Special Abilities

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 Paths and Spells, though other abilities like these will also be subjected to the below categories.

Referencing these categories, and learning how they interact with one another, is a core part of determining how such abilities interact with one another and the larger game world.

Table: Special Abilities and What Affects Them

Extraordinary Spell-Like Supernatural
Dispel No Yes No
Spell resistance No Yes No
Antimagic field No Yes Yes
Attack of opportunity No Yes No

Extraordinary Abilities (Ex)

Extraordinary Abilities are nonmagical, but often provide near-magical effects in their disregard for Earth's laws of physics. Due to this, Extraordinary Abilities are often received from investment in a Path, through one or more Talents.

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 Extraordinary Ability is a Half Action.

Spell-Like Abilities (Sp)

Spell-Like Abilities, as their name implies, act like a spell. The difference is usually found in the method of learning a Spell-Like Ability, usually through a Talent or through one's Race. A Spell-Like Ability functions with all of the normal restrictions involved in casting a spell, meaning that they:

  • Are subject to dispelling
  • Are subject to Spell Resistance
  • Provoke Attacks of Opportunity when used
  • May require a Concentration check

Notably, Spell-Like Abilities are *not* subjected to one's Casting Tradition. Using a Spell-Like Ability needs no words, movement, components, or other such means to manifest. Unless otherwise stated, using a Spell-Like Ability is a Half Action.

Supernatural Abilities (Su)

Supernatural Abilities are only slightly magical, and act as an “in-between” Spell-Like and Extraordinary Abilities. Supernatural Abilities often represent magical effects (and may even state that they function like a specific spell), but all Supernatural Abilities possess significant differences from Spell-Like Abilities:

  • They cannot be dispelled
  • They ignore Spell Resistance
  • They are unaffected by Dispel Magic
  • They never provoke an Attack of Opportunity, or require Concentration

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). Unless otherwise stated, using a Supernatural Ability is a Half-Action.

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, thermographic vision, or even more exotic methods like sensing souls or eddies in magic. Generally this makes Invisibility, Concealment and Darkness irrelevant to the creature. Generally this ability has a range of 30ft where it can pinpoint and ignore visiual concealment within (some creatures may have larger or smaller radius Blindsight).

  • 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 “audio” Blindsight.)
  • 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)

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 surprised until it can visually perceive the foe.

Charm

Charm effects are a subgroup of Enchanments. A Charmed creature is mentally manipulated, motivating malleable mannerly, mutual meetings of minds. They treat the user of a Charm as a dear friend regardless of the truth. While it doesn't affect the targets alignment it can result in the Paladin treating the Lich King the same a childhood friend for a time. It admitedly is more effective on Good natured characters due to their selfless nature meaning they often do more for friends and loved ones, whereas a Evil or more selfish target might merely refrain from taking advantage of the charmer.

  • 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/allegiances. He will regard the words and suggestions of the charming creature with great weight.
  • A charmed creature will actively defend/fight previous friends who try to harm the charming creature with the same degree he would fight a friend. Often avoiding major harm and electing to prevent the fight rather then systematically executing the offending party. It never forces them to take hostile action against other allies, but they must do their best to defend the charming creatre from harm or defamation.
  • A Charmed creature is allowed to roll an opposed Charm (CHA) skill check against his master in order to resist instructions or commands that would make him do something he wouldn’t normally do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed.
  • 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.

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.

Darkvision

Death Effects

Energy Drain

Ethereal

Invisibility

Low-Light Vision

Scent

Blindsight

Blindsight

Blindsight