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== Skills == *Languages ** Common *General Proficiencies **Adventuring:The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry. All player characters are assumed to have Adventuring for purposes of the proficiency throws of standard adventuring tasks. **Tracking: The character can follow tracks with a proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances: +2 if tracking 2-4 creatures; +4 if tracking 4-8 creatures; +6 if tracking 8-16 creatures; +8 if tracking 17+ creatures; +4 if trail is through soft/muddy ground; -8 if the trail is through hard/rocky ground; -4 for bad lighting; -1 per 12 hours of good weather since trail was made; -4 per hour of rain/snow since trail was made. Characters move at half speed while tracking. *Class Proficiencies ** Combat Reflexes: True warriors never hesitate in combat. The character gains a +1 bonus on surprise rolls and initiative rolls. This bonus does not apply when casting spells. *Class Abilities **Base Melee damage is +1, increases by +1 at 3, 6, 9 and 12th level **Natural Proficiency: Running (The character’s base movement speed is increased by 30' when wearing chainmail or lighter armor.) **Animal Reflexes: +1 Bonus to Initative and Surprise Rolls (total of +3 to Initiative, +2 to Surprise Rolls) **Naturally Stealthy: Opponents are -1 on Surprise Rolls **Savage Resilience: Roll twice on Mortal Wounds table, subtract class level from days of bed rest for recovery
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