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== Skills == *Languages **Common *General Skills **Knowledge ***Geography, Silver Sea (Expert, Int 5+) ***Meteorology/Weather Prediction(?) (Skilled, Int 10+) **Survival ***Naturalist (Skilled, Int 10+) - Identify and harvest plants for edible and medicinal purposes. ***Navigation (Expert, Int 5+) - Make and read maps, navigate by stars, landmarks, cardinal directions, etc ***Wilderness Survival (Skilled, Wis 10+) - Find food, shelter, etc. in wilderness terrain. *Class Abilities **Use any weapons, wear chain or lighter armor. No shields. **Deal an extra +2 damage with any physical attack. **If target slain, make an immediate additional attack against another target within 5β. Maximum number of times equal to hit dice, provided each attack kills the opponent. **Thief Skills ***Climb (18+) - Able to automatically scale easy surfaces; trees with an abundance of branches, rough rock walls, etc. Should only be made when climbing difficult surfaces. Climb at a speed of 10β per round. ***Hear Noise (17+) - Able to hear and discern sounds, whether trying to pick up a conversation in a crowded room or listening at a dungeon door to determine what is on the other side. ***Sneak (16+) - Leather armor only. Combines Move Silently and Hide in Shadows. Can move no faster than 1/3 their normal speed. **When in the wilderness, may roll twice to avoid being lost, taking the better result. If leading a party trying to evade an encounter, roll twice, taking the better result. Includes at sea. **Fighting Styles ***Ranged. The character gains a +1 bonus to hit when using ranged attacks and may fire into melee with no penalty. **Combat Maneuvers ***Long Shot (Dex) - Skilled (10+). 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%. *Knacks: **Nature's Ally. The character gains the ability to cast druidic spells (as per OSE Druid & Illusionist Spells.) **Improved Critical. The character inflicts a critical hit on a roll of natural 19 or 20. It is recommended that a critical hit a) automatically hit the target, regardless of AC and b) inflict maximum damage.
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