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== Skills == *Languages **'''Common''' **'''X''' *General Proficiencies **'''Adventuring (Cerves)''' **'''Animal Husbandry''' Treat wounds and diagnose illness in animals. With a proficiency throw of 11+, Hosfai can determine whether a disease is magical or mundane and diagnose it if it's mundane. With clean, sanitary conditions and bed rest, an animal under his treatment automatically regains an extra 1d3 HP/day. He may treat three animals at any one time. **'''Navigation''' The character can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can serve as a navigator on a seagoing vessel as described in Specialists. **'''Survival''' The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw (as described in Wilderness Adventures), but gains a +4 bonus on the roll. **'''Military Strategy''' The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3. [learned in downtime] *Class Proficiencies **'''Weapon Finesse''' When attacking with one-handed melee weapons, the character may use his Dexterity modifier instead of his Strength modifier on his attack throw. **'''Swashbuckling''' The character gains a +1 bonus to Armor Class if wearing leather armor or less and able to move freely. At level 7, this bonus increases to +2, and at level 13 the bonus increases to +3. *Cerves Abilities **Cerves are extremely difficult to surprise. They can only be surprised on a roll of 1 in 6. In addition, cerves braves have a 1-3 in 6 chance of being able to move (but not attack or take any other actions) even if they are surprised, rolling initiative as normal during this round. **Fleet of foot. Cerves are significantly faster than humans. They are treated as if they have both the ''Endurance'' and ''Running'' proficiencies. Plains-bred cerves do not ride mounts, but can learn, requiring the ''Riding'' Proficiency. ***'''Endurance''' The character is nearly tireless. He does not need to rest every 6 turns. He can force march for one day without penalty, plus one additional day for each point of Constitution bonus. ***'''Running''' The character’s base movement speed is increased by 30' when wearing chainmail or lighter armor. **As Thief of equivalent level: Hear Noise 9+, Hide in Shadows 14+, Move Silently 12+ **Creatures of the great plains and rolling steppes, cerves become claustrophobic when underground or within stone walls, suffering a -1 to all to rolls, a -1 modifier to AC and a -1 penalty to all rolls requiring concentration.
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