moar updates
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src/pages/races/edges/index.md
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src/pages/races/edges/index.md
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---
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title: Edges
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description: TBD
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date_pub: 2024-06-02T21:30:05.000-04:00
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section: races
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content_type: feature
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short_code: reg
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status: hidden
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---
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[[toc]]
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Edges are special traits that grant bonus abilities, actions, or attributes to their owners.
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Edges can be used for Cyborgs, Mutants, Robots, or Beastkin (who usually possess the same edges as other beastkin of the same genotype).
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### Absorb Energy
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Take 1/2 damage from energy attacks.
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### Absorb Kinetic Energy
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Take 1/2 damage from kinetic attacks (most weapons).
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### Amphibious
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Can breathe and move at normal speed while in water.
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### Artificial Resilience\*
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- No need to eat, drink, or breathe.
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- Immune to disease.
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- +2 on saving throws vs. poison
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- No need to sleep and can't be put to sleep by magic.
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- Rather than sleeping, must spend at least six hours in a motionless, inactive state.
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- While in this state, can see and hear as normal despite appearing inert.
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### Breath Weapon
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Exhale destructive energy.
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- May be used a number of times per day equal to 1/2 level, rounded up.
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- All creatures in area must **Save vs Blasts**, taking listed damage on a fail and half-damage on a success:
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<div class="dividedTableWrapper">
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| Level | HP Damage |
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| :---: | :-------: |
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| 1-5 | 2d4 |
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| 6-11 | 3d4 |
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| 12+ | 4d4 |
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[Breath Weapon Damage]
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</div>
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### Carapace
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Provides protection as indicated.
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- Cannot wear other armor.
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<div class="dividedTableWrapper">
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| Level | Armor Class |
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| :---: | :---------: |
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| 1-4 | 13 |
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| 5-8 | 15 |
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| 9+ | 17 |
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[Carapace Armor Class]
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</div>
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### Chameleon Skin
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Able to change skin color to match surroundings.
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- Gets +33% (2-in-6) bonus to stealth checks (ex: hide in shadows).
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### Claws
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+1d2 damage to unarmed attacks.
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### Contortionist
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Can fit through any space head an fit through, +2 / +4 to all checks and saves involving twisting or squeezing body.
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### Detect Secrets & Traps
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2-in-6 chance of detecting construction tricks (secret doors, panels, etc.) or non-magical room traps while underground.
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### Echolocation
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Can "see" up to 60' via high-pitched sounds, functions in total darkness, around corners, and thru thin walls. Can be heard by those with enhanced hearing (or echolocation).
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### Energy Blast
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1d6 damage, level x 10' range, type of energy chosen when added to character.
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- Energy types: heat, cold, lightning, sonic,
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- May be used a number of times per day equal to 1/2 level, rounded up.
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### Enhanced Abilities
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May distribute 2 additional points among ability scores, with a maximum of 20.
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### Enhanced Climbing
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+2 to all checks or saves involving climbing or grabbing onto ledges (ex: falling).
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### Enhanced Digestion
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Can gain nourishment from any organic matter that can be chewed and swallowed (ex: paper, tree bark, natural sponges, leather).
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### Enhanced Hearing
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50% (3-in-6) chance to hear noises (ex: when listening at a door).
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### Enhanced Leaping
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Can leap up to 1/2 normal movement speed (horizontally & vertically).
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### Enhanced Movement
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+20' to movement speed.
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### Enhanced Smell
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+2 to all perception checks involving scents and odors.
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### Enhanced Sight
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+2 to all perception checks involving sight.
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### Enhanced Speed
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May move and act at double speed for up to 1 turn, as per [Haste spell](https://www.planarvagabond.com/spells/haste.html)
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- May be used a number of times per day equal to 1/4 level, rounded up.
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### Enhanced Strength
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+1 STR.
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- Can carry and open doors as next highest STR category.
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### Extra Arms
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Gains additional arms and an additional attack with _one_ of them.
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### Extra Senses
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Can detect invisible creatures to level x 5'.
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### Extraordinary Luck
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- May be used a number of times per day equal to 1/2 level, rounded up.
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- After any die roll, may force a re-roll, taking either the highest or lowest result (player's choice).
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### Fortitude
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Gains CON bonus + 2 to all saves vs poison, spells, and wielded items.
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### Frenzy
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https://coinsandscrolls.blogspot.com/2017/09/osr-class-barbarians.html
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https://dwarfstar.brainiac.com/ds_barbarianprince.html
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https://savevsdragon.blogspot.com/2017/03/new-bx-character-classes-3-barbarians.html
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https://bxblackrazor.blogspot.com/2009/09/bx-barbarians.html
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### Grow
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Double in size for up to 1 turn, as per [Grow spell](https://www.planarvagabond.com/spells/grow.html)
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- May be used a number of times per day equal to 1/4 level, rounded up.
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### Hearty
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+2 to non-magical saving throws.
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### Hold Breath
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Can hold breath for up to 1 hour.
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### Holographic Skin
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May turn invisible for up to 1 turn, as per [Invisibility spell](https://www.planarvagabond.com/spells/invisibility.html)
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- May be used a number of times per day equal to 1/4 level, rounded up.
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### Immune to Ghoul Paralysis
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Unaffected by the paralysis inflicted by ghouls.
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### Infravision
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Can see heat signatures up to 60', even in total darkness.
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### Innate Magic
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- From 2nd level, can cast a specific level 1 spell (ex: [Darkness](/spells/light.html#darkness)) once per day.
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- From 4th level, can cast a specific level 1 or level 2 spell (ex: [Detect Magic](/spells/detect-magic.html)) once per day.
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### Innate Resilience
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Gets +2 bonus to saves vs poison, spells, and wielded items.
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### Integrated Armor
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Body has built-in defensive layers which may be enhanced with armor.
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- +1 to Armor Class.
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- Takes one hour to don or doff armor, must remain in contact with armor for duration.
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- Worn armor can't be removed while living.
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### Large Size
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- Armor and weapons must be tailored to size.
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- Can wield any two-handed melee weapon with only one hand.
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- Can carry and open doors as next highest STR category.
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### Light blast
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Target within level x 10' must **Save vs Spells** or be [blinded](/rules/adventuring.html#blinded) for 1 turn.
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- May be used a number of times per day equal to 1/4 level, rounded up.
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### Mental squeeze
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Target must **Save vs Paralysis** or be held in place, taking 1d6 damage each round (victim can try to save on subsequent rounds).
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- May be used a number of times per day equal to 1/4 level, rounded up.
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### Natural Armor
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- +2 AC while not wearing armor.
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- Can be combined with a shield.
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### Natural Compass
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Max 17% (1-in-6) chance to get lost.
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### Natural Weapon
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Can be used to make a melee attack, dealing the indicated damage on a successful hit.
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### Pincer
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Unarmed attacks deal 1d3 damage plus locks onto victim, automatically dealing 1d3 damage while locked (**Save vs Paralyze** to escape).
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### Plasticity
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Reach increases by 15', can melee attack at that range.
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### Poisonous
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Has a 1d3 melee attack that also inflicts poison.
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- May be used a number of times per day equal to 1/4 level, rounded up.
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- Roll or pick a poison effect:
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- Blindness - **Save vs Poison** or be [blinded](/rules/adventuring.html#blinded) for 1d6 turns
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- Paralysis - **Save vs Poison** or be [paralyzed](/rules/adventuring.html#paralyzed) for 1d6 turns.
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- Sickness - **Save vs Poison** or be [poisoned](/rules/adventuring.html#poisoned) for 1d4 turns.
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- Death - **Save vs Poison** or die.
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- On successful save, -2 to attack for 1 turn instead.
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### Prehensile Feet
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+2 to climbing checks and saves, can be used as a hand, but all rolls to use it this way are at disadvantage.
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### Prehensile Tail
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Can be used to hold small items or, when empty, to gain an additional attack for 1d4 damage.
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- Can be used for simple tasks (ex: hold, lift, drop, push, or pull an object or a creature; open or close a container or door; swing for an unarmed attack; etc).
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- Can’t hold weapons or shields.
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- Can’t make precision movements (ex: for casting spells or using tools).
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### Prehensile Trunk
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- 5’ long
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- Can carry weight equivalent to 10 x STR score in pounds.
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- Can be used for simple tasks (ex: hold, lift, drop, push, or pull an object or a creature; open or close a container or door; swing for an unarmed attack; etc).
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- Can’t hold weapons or shields.
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- Can’t make precision movements (ex: for casting spells or using tools).
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- Can be used as a snorkel.
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### Quills
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Gets +1 AC.
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- Quills can be fired 10' for 1d4 damage.
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### Regeneration
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Can passively heal 1d6 HP in a single combat round.
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- May be used a number of times per day equal to 1/2 level, rounded up.
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### Rock Throw
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Can use rocks as thrown projectiles.
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- Range: 50' / 100' / 150'.
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- 1d6 damage on hit.
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### Seasonal Affinity
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Each day, choose which of the following Fae-seasons influences your physical and emotional being.
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- **Evening (Autumn)**: Goodwill and harmony, when all share in the harvest of the day.
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- **Night (Winter)**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains...
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- **Morning (Spring)**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass.
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- **Day (Summer)**: Courage and determination, channelling aggressive energy and desires for action.
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### Sentry Mode
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To gain benefits of long rest, must spend at least six hours in an inactive, motionless state (rather than sleeping).
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- While in this state, can see and hear as normal despite appearing inert.
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### Shrink
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Shrink to 6" for up to 1 turn, as per [Shrink spell](https://www.planarvagabond.com/spells/grow.html#shrink)
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- May be used a number of times per day equal to 1/4 level, rounded up.
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### Shapechanger
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Can change appearance and voice on demand, as per a [Mimikin's Shapechanger power](https://www.planarvagabond.com/races/mimikin.html#shapechanger).
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### Small Stature
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- Can only use small or medium sized-weapons.
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- Cannot use longbows or 2-handed swords.
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- +2 AC vs creatures bigger than humanoid size.
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### Speak with Burrowing Mammals
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- Can freely converse with burrowing mammals.
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- Often keep such animals (badgers, moles, etc.) as pets
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### Spring Attack
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Can jump up to 30' forward to gain +1 attack, counts as charge for double damage if wielding impaling weapon.
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### Stealthy
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While motionless, can hide in shadows or behind cover with a minimum 33% (2-in-6) chance of success.
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### Sticky Tongue
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Can grab object up to 15' away and pull it to mouth (optionally biting for 1d3 damage).
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### Stink Spray
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Can spray a 10' diameter cloud of gas that sticks to and sickens humanoids.
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- Any caught in cloud must **Save vs Poison** or get -2 to attacks until they spend one round cleaning themselves off.
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- Can be used a number of times per day equal to 1/2 level, rounded up.
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### Sure-Footed
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+2 to all checks or saves involving dodging or keeping footing (ex: earthquake).
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### Swimming
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Has a 40' swim movement rate.
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- Can hold breath for up to 10 minutes (1 turn).
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### Tough
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Gets +1 to all saves.
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### Tunnelling
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Can burrow a 4' wide tunnel at rate of 1' / round in dirt (1/2 or less in mud, rocks, etc). This includes digging pit traps.
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### Wings
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Can fly at normal movement speed, can't be used while wearing anything heavier than chainmail.
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<!--
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- Frenzy: Enters a battle rage when struck
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### Empathy\*\*: Can sense emotional state, mood, or disposition of target for up to 1 turn, as per ESP?
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- Stealthy: Bonus to stealth checks
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- spider climb: Can move up, down, and across vertical surfaces, as well as upside down along ceilings with a +2 / +4 bonus to all checks / saves involving holding on the surface.
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-->
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