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Abilities

For help adding ability VTT text and side macros to a character sheet, see VTT Integration.

Terms

VTT Text and Macros

Many abilities include text meant to be copied into a virtual tabletop. A VTT Macro Description is the main text placed in the ability's description field. A Side Macro handles an effect used after the ability is active, such as spending a resource or repeating an attack. A VTT Number of Dice formula goes in the sheet's dice field and calculates how many dice the ability rolls.

Abilities

Abilities are generally supernatural (Su) or extraordinary (Ex) tools that bring something new to a character beyond spells and feats. Many follow a theme with several iterations of the same ability.

Concentration

If an ability requires concentration, treat it as a 5th-level spell when calculating the concentration DC.

Difficulty Check (DC)

Abilities commonly use a mental-based supernatural DC or Constitution-based extraordinary DC. These are usually 10 + half HD + primary mental modifier, or 10 + half HD + Constitution modifier, respectively.

Dispel Magic

Supernatural (Su) and spell-like (Sp) abilities can be dispelled. Supernatural abilities count as 6th-level spells for dispel-magic rolls. Spell-like abilities use the level of the spell being mimicked.

Extraordinary Ability (Ex)

Extraordinary abilities typically rely on physical attributes and are mundane in presentation. They are never subject to dispel magic or spell resistance.

Hit Die (HD)

Your character's level after any level adjustments.

Iterative Growth

When a higher form of an ability is taken, it replaces the previous ability. For example, Improved Breath Weapon replaces Breath Weapon.

Prerequisites

Attribute requirements are hard prerequisites. Other prerequisites can be overridden when sufficiently integrated with the character's backstory. In the list below, an indented ability requires its parent ability or belongs to that parent's ability family. Other requirements remain listed on the ability's own page.

Resources

Many abilities grant a resource used to activate that ability or related abilities. Grace, for example, grants Grace Points that can be spent on Grace or related abilities such as Twin Talon.

When an ability says “Gain X [Resource] Points,” increase the maximum pool by that amount. It does not immediately restore any points. A 6 HD character with 2 Grace Points who takes Twin Talon increases their maximum to 3. Points are fully restored after a rest.

Spell-Like Ability (Sp)

Spell-like abilities mimic spells from the Spelladex and use HD in place of caster level for spell functions and features.

Spell Proficiency

Spell Proficiency is added to spell, spell-like ability, and supernatural ability DCs and spell attack rolls, including touch attacks. It is also applied to each damage, healing, or warding die from those effects. It does not apply to a weapon's attack or damage after that weapon is modified by a spell unless the spell says otherwise. An applicable 5d6 effect, for example, gains +10 from Spell Proficiency 2.

Spell Resistance

When an ability is subject to spell resistance, use HD as its effective caster level. Spell Penetration does not benefit abilities.

Supernatural Ability (Su)

Supernatural abilities typically rely on mental attributes and are magical in presentation. They are subject to dispel magic and sometimes spell resistance. Against a counterspell, dispel, or similar effect, a supernatural ability counts as a 6th-level spell and gains +4 on the roll.

Ability List

A

B

C

D

  • Dances
    • Chassé: Select an ally as your dance partner, allowing you both to move faster and weave safely through enemies.
      • Tango: Force an enemy dance partner to approach you and move through your threatened area.
      • Whorling Waltz: Dance with an ally so each of you can strike every chosen enemy within your threatened squares.
    • Footloose and Fancy Free: Draw an enemy into a dance that improves your defenses while hindering theirs.
  • Dance - Figures
    • Fouetté: Hurl multiple projectiles in a spinning dance, striking one or several creatures with increasing accuracy and damage.
    • Grand Battement: Deliver a powerful kick that combines your Strength and Dexterity to deal heavy bludgeoning damage.
    • Grand Jeté: Leap up to your base movement speed as a swift action.
    • Over the Back: Throw a nearby creature, potentially knocking it prone and/or empowering its next melee attack.
  • Dancing Stars: Create stars that deal damage or grant warding.
  • Divine Smite: Channel divine energy into damage and resistance.
  • Dragon's Pressure: Sprout wings to fly or push enemies.

E

F

G

H

  • Hail of Arrows: Strike multiple targets with one ranged attack.
  • Hamstring: Injure a target to cripple its mobility.

I

K

  • Key Insight: Use knowledge to impose disadvantage on foes.

L

  • Lay on Hands: Gain a pool of healing or damage delivered by touch.
  • Little Helper: Create a small being or construct that attacks foes.

M

  • Music — Flourishes
    • Crescendo: Deal sonic damage to three targets during a song.
    • Shrill Chord: Interrupt spellcasting with a dissonant chord.
    • Warm Tonic: Remove conditions and heal allies during a song.
  • Music — Songs
    • Anthem: Grant protection against compulsions and provide warding.
    • Dirge: Hamper nearby foes with a sorrowful song.
    • Étude: Grant sonic damage and an accumulating one-use morale bonus.
  • Magic Capacitor: Sacrifice spell slots to recharge magical items.
  • Monstrous Bite: Make a bite attack that initiates a grapple.

N

  • Natural Magic: Gain a spell of 5th level or lower as a spell-like ability.
    • Spell Theft: Absorb a resisted spell and recast it using the original statistics.

O

P

Q

  • : Focus your will for brief bonuses and reroll a failed Will save.
    • Anima Ablation: Make a line attack that can disable magical abilities.
    • Breath Wrap: Improve grappling or make a ranged grapple.
    • Pneuma Echo: Hold a spell until specified conditions trigger it.
    • Qì Strikes: Give melee weapons reach or ranged options.

R

  • Rage: Gain offense and spell DC at the cost of fatigue and AC.
  • Rebuke Undead: Suppress undead with divine power.

S

T

U

  • Unleash: Grant combat bonuses to a construct, animal companion, or familiar.

V

  • Valour, Lesser: Gain bonuses against multiple foes and temporary HP for felling them.

W