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Zaharak The Unburned
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== Skills == *Languages **'''Common''' **'''Goblin''' **'''Chaotic''' **'''Bestial''' *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. **'''Siege Engineering''' The character is highly skilled in the construction and placement of temporary defensive works such as ditches, pits, fields of stakes, and simple wooden and earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. if the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them. **'''Riding''' ***Judge of horseflesh: On a throw of 14+ they can get a rough idea of how healthy a mount is. ***Mounted combat. Can melee as normal, charge (p. 112), and use missile weapons while stationary without penalty. A -2 penalty is assigned if firing a missile weapon while moving, and spells can be cast while moving with a throw of 7+. ***Control animal. The mount gains +1 to their morale score while being ridden by someone with the Ride skill. **'''Military Strategy''' see below *Class Proficiencies **'''Command''' The character has mastered the art of command. His authority inspires men to follow him into danger. The character's henchmen and mercenaries receive a +2 bonus to morale. **'''Military Strategy (2)''' The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times adding an additional +1 bonus to mass combat initiative, to a maximum of +3. This is both a General proficiency and a Class proficiency for the Ruinguard. **'''Mystic Aura''' The character has learned to project his magical powers in a way that causes awe in those that share the character's presence. he gains a +2 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subject acts as if 'Charmed' while in his presence. *Class Abilities **'''Dark Blessing''' +2 to saving throws **'''Preternatural Quickening''' +1 to Initiative, +1 to Surprise **'''Weapon Focus Broadsword''' Double damage on natural 20 **'''Arcanist''' Cast spells at L2 Mage, can cast in any armour. 2 x 1st level spells. Repertoire = 3 x1st level spells **'''Arcane Tools''' Use magical weapons available to fighters and mages **'''Inexorable''' immune to natural and magical fear **'''After The Flesh''' if become undead, can increase in power **'''Slow Ageing''' Lifespan three times that of a normal human **'''Arcane Striking''' can expend spell slot to deal 1d6 damage per spell level **'''Death Healing''' having slayed a sentient creature, Ruinguard can, in lieu of 'Cleaving' (pg 105), can expend a spell slot to heal 1d6 per spell level. Max healing = victim’s starting HP
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