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=Abilities, Feats & Proficiencies= *Sau: ''Medium Size, Speed 30ft'' *Sau: ''Agile Defense'': Base Defense increases by 1. *Sau: ''Natural Attack'': Bite II, Tail Slap II *Sau: ''Low-light vision'': You ignore the effects of dim and faint light. *Sau: ''Cold-Blooded'': You require only 1 common meal per day but suffer 1 additional damage per die from cold and are ''sickened'' a number of rounds equal to 1/2 damage taken. *Fight: ''Bonus Feat'': Armor Basics *Fight: ''Attribute Training'': +1 Constitution *Fight: ''Extra Proficiency'': Gain 4 Proficiencies. *Fight: ''Melee Combat Expert'': You're considered to have 2 additional Melee Combat Feats for any ability based on the umber of Melee Combat Feats you have. *Martial Core: ''Unyielding'': May spend up to 3 Action Dice when you Refresh, gaining 2 Wounds per action die spent and Vitality equal to sum of action die results. May Refresh when Unconscious or Dying. *Martial 1: ''Martial Arts Feat'': Gain the Martial Arts Feat for free. *Lvl 1: ''Basic Skill Mastery (Athlete)'': Athletics and Resolve (+2 insight bonus and Threat 19-20). *Ultrafast Feat: ''Jungle Clutch'': +2 racial bonus to Climb skill and always considered to have Climbers gear; may temporarily gain Chameleon I as a 1 minute action, matching is surrounding terrain. Lost when replaced with different terrain or unconscious. *Universal Campaign Feat: ''Blessed'': 1st step on Secrets Path *Proficiencies: Unarmed (forte) / Edged (forte) / Blunt (forte) / Hurled / Bows *Trick: Mix Up - Grapple *Trick: Parry *Pa: ''Secrets I'': +5 bonus to Bluff skill checks
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