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Karag Two-Blades
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== Skills == *Languages **'''Common''' **'''Swampspeak''' *General Proficiencies **'''Adventuring''' **'''Mapping''' The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory. This proficiency can be selected multiple times. **'''Riding''' Judge of horseflesh, mounted combat, and control animal **'''Seafaring x2''' The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists. **'''Lip-Reading''' The character can βoverhearβ conversations spoken in a language she understands. If the subject of her lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if she gleans the appropriate information. Characters with Lip Reading proficiency receive a +1 bonus to carousing and spying hijinks. *Class Proficiencies **'''Acrobatics''' The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 13+ to tumble behind an opponent in melee. If successful, the character is behind his opponent. The opponent gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble. **'''Combat Trickery (Disarm)''' When the character attempts this special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver. **'''Fighting Style (two weapons)''' Additional +1 to attack throws *Class Abilities **damage bonus (missile and melee, already added to attack stats) **in leather or lighter ***backstab x3 (damage roll only, not bonuses) ***move silently 8+ (1β2 standard combat movement rate without penalty. If moving greater than 1β2 speed, take a -5 penalty to the proficiency throw. If running, take a -10 penalty.) ***hide in shadows 10+ (2+ with ''Elven Cloak)'' (remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.)
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