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=Abilities, Feats & Proficiencies= *Hum: ''Agile'': +2dex; Speed 30β *Hum: ''Double Boost'': You may spend and roll 2 action dice to boost dex-based skill checks *Hum: ''Natural Elegance'': Appearance bonus increases by +1 *Hum: ''Parry Trick'': 1/rnd after successful attack (not flatfooted) and before dmg is rolled he may make a reflex save if successful dmg drops to 0 (P222) *Arist: ''BSM Actor'': +2 Bluff +2 Impress *Arist: ''Charming'': 1/session may improve the disposition of any 1 non-adversary NPC by 5. *Arist: ''Flashy'': Panache +2 *Arist: ''Noble Blood'': may purchase noble (temporal) renown for 40 rep per rank *Arist: ''Origin Skill'': Choose 1 additional Origin Skill *AssC: ''Heartseeker:'' Your BAB is considered equal to your Career Level when you attack a special character and when choosing feats, though so long as this improved bonus is needed to meet a feat's prerequisites you may only use the feat's abilities against special characters. *Ass1: ''Hand of Death:'' Each time you fail a Blend or Resolve check and don't suffer an error, you still succeed as long as the check DC/opponent's check result is equal to or less than your class level +20. If several grades of success re possible, you achieve only the lowest positive result. *Lvl 1: ''Sword Basics:'' 1/rnd you may anticipate an opponent you have hit with a sword this round. You suffer a -4 penalty with the Sense Motive check + Martial Spirit Stance *Stance: ''Martial Spirit stance:'' You gain a +1 bonus with melee attack checks and +3 bonus with melee damage rolls. *Lvl 1: ''Knife Basics:'' All knives on your person are considered armed at all times + Wicked Dance Stance *Stance: ''Wicked Dance stance:'' Your 1- handed melee attacks inflict 2 addition dice of sneak attack damage. You may not take move actions (though you may still take 5' bonus steps as normal). *Proficiencies: edged(forte) / Bow (forte)
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