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== Skills == *Languages **''Native'' **Common *General Skills ** Athletics (1) *** Jumping (STR)(skilled): 8+ *** Acrobatics (DEX)(skilled): 9+ ** Deception (1) *** Intimidation (STR/CHA)(skilled): 8+/9+ *** Escape Artist (DEX)(skilled): 9+ ** Survival (1) *** Navigation (INT)(skilled): 10+ *** Wilderness Survival (WIS)(skilled) 10+ ** Riding (2)(stat?)(skilled): 10+ * Combat Manuvers ** Forceback (STR)(skilled) 8+ *** the attacker attempts to force their opponent in a direction of the attacker’s choosing. On a <br>successful roll their target must either retreat a number of feet equal to the difference between the roll and the target number<br> or they take 1⁄2 the damage from a normal attack. ** Disarm (DEX)(proficient) 14+ *** On a successful attempt the target drops their weapon or shield (attacker’s choice). <br>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. <br>If the weapon drops within 5’ of the target they may pick it up during their <br>next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more<br> than 5’ away they cannot reach their weapon without disengaging from melee. ** Stun (STR)(proficient) 12+ *** On a successful roll the target automatically acts suffers a –2 penalty to all initiative, attack, and combat maneuver rolls for 1d4 rounds. *Class Abilities ** Cleave once per round, up to a maximum number of times equal to Hit Dice. ** Once per day automatically negate a single physical attack that would otherwise successfully hit.<br> Any effect that is contingent upon the hit – such as paralysis or poison – is also negated. ** Two-handed melee weapons roll damage with Advantage – rolling twice for damage and taking the better result. ** Fighting Styles *** Ranged - +1 bonus to hit when making ranged attacks and may fire into melee with no penalty. *Knacks ** Apprentice Thief *** Disable 11+ ****This ability is used to pick locks, bypass traps, or figure out how to work complicated mechanical devices.<br> It typically takes one turn to perform. This ability is also used to build or set traps. *** Climb 11+ **** able to automatically scale easy vertical surfaces; trees with an abundance of branches, rough rock walls, etc. <br>A roll should only be made when climbing difficult surfaces. <br>The character climbs at a speed of 10’ per round. *** Sneak 11+ ****This ability combines Move Silently and Hide in Shadows. <br>When using it the character can move no faster than 1/3 their normal speed.<br> A character carrying a light source cannot, obviously, hide in shadows ** Self-improvement, primary (+2 STR)
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