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Into The Storm:Khaliun
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== Skills == *Languages ** Common ** Neutral ** *General Skills ** Butchery (Dex, Skilled 10+, Allows the character to dress slain animals and harvest parts for various purposes.) ** Naturalist (Int, Skilled 10+, Identify and harvest plants for edible and medicinal purposes.) ** Navigation (Int, Skilled 10+, Make and read maps, navigate by stars, landmarks, cardinal directions, etc) ** Riding (Proficient, 15+, allows the character to cast spells, attack or perform tricks on horseback.) ** Tracking (Wis, Expert 5+, Follow tracks left by individuals. Modifiers will apply based on terrain, age of tracks, size of group being followed, etc) ** Wilderness Survival (Wis, Expert 5+, Find food, shelter, etc. in wilderness terrain.) ** *Class Abilities ** Cleave like a Fighter ** Minimum Damage like a Fighter (1d8 for melee/missile) ** Fighting Style: Ranged: The character gains a +1 bonus to hit when making ranged attacks and may fire into melee with no penalty. ** Fighting Style: One Weapon: Trained in fighting with a single one-handed weapon, leaving their off-hand free, characters skilled in this fighting style gain a +1 bonus to attack. ** Climb (ItW pg 287, 8+) ** Hear Noise (ItW pg 287, 9+) ** Sneak (ItW pg. 288, 9+) ** 4th lvl Scout, ItW pg. 320 When a scout is in the wilderness they may roll twice to avoid becoming lost, taking the better result. If leading a party trying to evade an encounter they can roll twice, taking the better result ** 9th level the scout can found a lodge, a fortified dwelling in the wilderness that serves as a safehouse against the forces of Chaos for those who wander in the wilds. ** *Combat Maneuvers ** 1st: Long Shot (Dex). The attacker is able to squeeze some extra distance out of ranged attacks. On a successful roll the attacker can increase the maximum range by 25%. Normal penalties to the roll still apply. ** 5th: Disarm (Dex). On a successful attempt the target drops their weapon or shield (attacker’s choice). Dropped weapons land a number of feet away equal to the difference between the roll and the target number set by the attacker’s skill. If the weapon drops within 5’ of the target they may pick it up during their next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more than 5’ away they cannot reach their weapon without disengaging from melee. ** 9th: Knock-out (Dex). Using a blunt weapon or the flat of a blade, or a hand-to-hand attack, the attacker attempts to render a target temporarily unconscious. The maneuver only affects living targets. The roll suffers a penalty of 1d4, in addition to any other penalties. If successful, the target takes 1 point of damage and is rendered unconscious for 1d12 rounds. ** *Knacks ** Toughness: The scout rolls 1d8 for their HD,rather than 1d6. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level ** Weapon Specialization (Longbow): The character gains a +1 bonus to hit and damage when using this weapon. ** Self-improvement, primary: Dexterity by 2 pts to 18. **
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